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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.50 by root, Sat Sep 16 22:40:22 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
379void
285void dump_object2(object *op) { 380dump_object2 (object *op)
381{
286errmsg[0] = 0; 382 errmsg[0] = 0;
287return; 383 return;
288 //TODO//D#d# 384 //TODO//D#d#
289#if 0 385#if 0
290 char *cp; 386 char *cp;
387
291/* object *tmp;*/ 388/* object *tmp;*/
292 389
293 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
294 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
296 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
298 strcat(errmsg,cp); 396 strcat (errmsg, cp);
299#if 0 397# if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer. 399 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer. 401 * also overflow the buffer.
304 */ 402 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 404 strcat (errmsg, cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
308 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
309#endif 426#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325} 427}
326 428
327/* 429/*
328 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
329 */ 431 */
330 432
433void
331void dump_object(object *op) { 434dump_object (object *op)
435{
332 if(op==NULL) { 436 if (op == NULL)
437 {
333 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
334 return; 439 return;
335 } 440 }
336 errmsg[0]='\0'; 441 errmsg[0] = '\0';
337 dump_object2(op); 442 dump_object2 (op);
338} 443}
339 444
445void
340void dump_all_objects(void) { 446dump_all_objects (void)
447{
341 object *op; 448 object *op;
449
342 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
343 dump_object(op); 452 dump_object (op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
345 } 454 }
346} 455}
347 456
348/* 457/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
352 */ 461 */
353 462
463object *
354object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
355 object *tmp,*closest; 466 object *tmp, *closest;
356 int last_dist,i; 467 int last_dist, i;
468
357 if(op->more==NULL) 469 if (op->more == NULL)
358 return op; 470 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
362 return closest; 474 return closest;
363} 475}
364 476
365/* 477/*
366 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
367 */ 479 */
368 480
481object *
369object *find_object(tag_t i) { 482find_object (tag_t i)
483{
370 object *op; 484 object *op;
485
371 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
372 if(op->count==i) 487 if (op->count == i)
373 break; 488 break;
489
374 return op; 490 return op;
375} 491}
376 492
377/* 493/*
378 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
381 */ 497 */
382 498
499object *
383object *find_object_name(const char *str) { 500find_object_name (const char *str)
384 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
385 object *op; 503 object *op;
504
386 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 506 if (op->name == str_)
388 break; 507 break;
389 508
390 return op; 509 return op;
391} 510}
392 511
512void
393void free_all_object_data(void) { 513free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 514{
435 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 516}
443
444
445 517
446/* 518/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 520 * skill and experience objects.
449 */ 521 */
450void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
451{ 524{
452 if(owner==NULL||op==NULL) 525 if (!owner)
453 return; 526 return;
454 527
455 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
461 */ 534 */
462 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
464 537
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 538 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 539}
518 540
519/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 542 * refcounts and freeing the links.
521 */ 543 */
544static void
522static void free_key_values(object * op) 545free_key_values (object *op)
523{ 546{
524 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
525 { 548 {
526 key_value *next = i->next; 549 key_value *next = i->next;
527 delete i; 550 delete i;
551
528 i = next; 552 i = next;
529 } 553 }
530 554
531 op->key_values = 0; 555 op->key_values = 0;
532} 556}
533 557
534/* 558void object::clear ()
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 559{
541 op->clear (); 560 attachable_base::clear ();
542 561
543 free_key_values (op); 562 free_key_values (this);
544 563
545 /* the memset will clear all these values for us, but we need 564 owner = 0;
546 * to reduce the refcount on them. 565 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 566 name_pl = 0;
550 op->title = 0; 567 title = 0;
551 op->race = 0; 568 race = 0;
552 op->slaying = 0; 569 slaying = 0;
553 op->skill = 0; 570 skill = 0;
554 op->msg = 0; 571 msg = 0;
555 op->lore = 0; 572 lore = 0;
573 custom_name = 0;
556 op->materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
557 586
558 memset((void*)op, 0, sizeof (object_special)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 588
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
564 590
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 591 /* What is not cleared is next, prev, and count */
578 592
579 op->expmul=1.0; 593 expmul = 1.0;
580 op->face = blank_face; 594 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 595
583 if (settings.casting_time) 596 if (settings.casting_time)
584 op->casting_time = -1; 597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585} 607}
586 608
587/* 609/*
588 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 615 * will point at garbage.
594 */ 616 */
595 617void
596void copy_object(object *op2, object *op) 618copy_object (object *op2, object *op)
597{ 619{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 622
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 623 op2->clone (op);
606 624
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 625 if (is_freed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
609 629
610 if (op2->speed < 0) 630 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
612 632
613 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 634 if (op2->key_values)
635 {
615 key_value *tail = NULL; 636 key_value *tail = 0;
616 key_value *i; 637 key_value *i;
617 638
618 op->key_values = NULL; 639 op->key_values = 0;
619 640
620 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
621 { 642 {
622 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
623 644
624 new_link->next = NULL; 645 new_link->next = 0;
625 new_link->key = i->key; 646 new_link->key = i->key;
626 new_link->value = i->value; 647 new_link->value = i->value;
627 648
628 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 650 if (!op->key_values)
630 { 651 {
631 op->key_values = new_link; 652 op->key_values = new_link;
632 tail = new_link; 653 tail = new_link;
633 } 654 }
634 else 655 else
635 { 656 {
636 tail->next = new_link; 657 tail->next = new_link;
637 tail = new_link; 658 tail = new_link;
638 } 659 }
639 } 660 }
640 } 661 }
641 662
642 update_ob_speed (op); 663 update_ob_speed (op);
643}
644
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op;
685
686 if(free_objects==NULL)
687 expand_objects();
688
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op;
720} 664}
721 665
722/* 666/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
726 */ 670 */
727 671
672void
728void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 676 return;
731 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
733} 679}
734 680
735/* 681/*
736 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
739 */ 685 */
740 686void
741void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
742 extern int arch_init; 689 extern int arch_init;
743 690
744 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 692 * since they never really need to be updated.
746 */ 693 */
747 694
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 698#ifdef MANY_CORES
751 abort(); 699 abort ();
752#else 700#else
753 op->speed = 0; 701 op->speed = 0;
754#endif 702#endif
755 } 703 }
704
756 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
757 return; 712 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 713
764 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 715 * of the list. */
766 op->active_next = active_objects; 716 op->active_next = active_objects;
717
767 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
769 active_objects = op; 721 active_objects = op;
722 }
723 else
770 } 724 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 727 return;
775 728
776 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
777 active_objects = op->active_next; 731 active_objects = op->active_next;
732
778 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
780 } 737 {
781 else {
782 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
783 if (op->active_next) 740 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
785 } 742 }
743
786 op->active_next = NULL; 744 op->active_next = NULL;
787 op->active_prev = NULL; 745 op->active_prev = NULL;
788 } 746 }
789} 747}
790 748
791/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
792 * objects. 750 * objects.
794 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
798 */ 756 */
757void
799void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
800{ 759{
801 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 762 return;
804 763
805 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
806 active_objects = op->active_next; 766 active_objects = op->active_next;
807 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
809 } 771 {
810 else {
811 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 773 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
814 } 775 }
815 op->active_next = NULL; 776 op->active_next = NULL;
816 op->active_prev = NULL; 777 op->active_prev = NULL;
817} 778}
818 779
819/* 780/*
820 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
839 */ 800 */
840 801
802void
841void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
842 int update_now=0, flags; 805 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
844 807
845 if (op == NULL) { 808 if (op == NULL)
809 {
846 /* this should never happen */ 810 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 812 return;
849 }
850 813 }
814
851 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
852 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
853 * to do in this case. 818 * to do in this case.
854 */ 819 */
855 return; 820 return;
856 } 821 }
857 822
858 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 824 * going to get freed anyways.
860 */ 825 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
862 827 return;
828
863 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 833#ifdef MANY_CORES
868 abort(); 834 abort ();
869#endif 835#endif
870 return; 836 return;
871 }
872 837 }
838
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 845
880 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 849 update_now = 1;
883 850
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 852 update_now = 1;
886 853
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 855 update_now = 1;
889 856
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 858 update_now = 1;
892 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
893 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
894 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
895 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 870 * to have move_allow right now.
897 */ 871 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 873 update_now = 1;
874
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
901 } 877 }
902 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 880 * that is being removed.
905 */ 881 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 883 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
910 }
911 else { 886 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 888
915 if (update_now) { 889 if (update_now)
890 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
918 } 893 }
919 894
920 if(op->more!=NULL) 895 if (op->more != NULL)
921 update_object(op->more, action); 896 update_object (op->more, action);
922} 897}
923 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
924 969
925/* 970/*
926 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
930 * this function to succeed. 975 * this function to succeed.
931 * 976 *
932 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 978 * inventory to the ground.
934 */ 979 */
935 980void object::free (bool free_inventory)
936void free_object(object *ob) { 981{
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 982 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 983 return;
984
985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
959 } 994 {
960 if(ob->more!=NULL) { 995 more->free (free_inventory);
961 free_object2(ob->more, free_inventory); 996 more = 0;
962 ob->more=NULL; 997 }
998
999 if (inv)
963 } 1000 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
967 * drop on that space. 1003 * drop on that space.
968 */ 1004 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1006 {
1007 object *op = inv;
1008
1009 while (op)
971 { 1010 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 1011 object *tmp = op->below;
975 remove_ob(op);
976 free_object2(op, free_inventory); 1012 op->free (free_inventory);
977 op=tmp; 1013 op = tmp;
978 } 1014 }
979 } 1015 }
1016 else
980 else { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
981 op=ob->inv; 1018 object *op = inv;
1019
982 while(op!=NULL) { 1020 while (op)
1021 {
983 tmp=op->below; 1022 object *tmp = op->below;
1023
984 remove_ob(op); 1024 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1025
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 1028 free_object (op);
988 else { 1029 else
1030 {
989 op->x=ob->x; 1031 op->x = x;
990 op->y=ob->y; 1032 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 1034 }
1035
993 op=tmp; 1036 op = tmp;
994 } 1037 }
995 } 1038 }
996 } 1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
997 /* Remove object from the active list */ 1046 /* Remove object from the active list */
998 ob->speed = 0; 1047 speed = 0;
999 update_ob_speed(ob); 1048 update_ob_speed (this);
1000 1049
1001 SET_FLAG(ob, FLAG_FREED); 1050 unlink ();
1002 ob->count = 0;
1003 1051
1004 /* Remove this object from the list of used objects */ 1052 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} 1053}
1077 1054
1078/* 1055/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
1081 */ 1058 */
1082 1059
1060void
1083void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
1084 while (op != NULL) { 1063 while (op != NULL)
1064 {
1085 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1067
1088 op->carrying-=weight; 1068 op->carrying -= weight;
1089 op = op->env; 1069 op = op->env;
1090 } 1070 }
1091} 1071}
1092 1072
1093/* remove_ob(op): 1073/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1074 * 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 1075 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1078 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1100 */ 1080 */
1101 1081
1082void
1102void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1103 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1104 object *otmp; 1086 object *otmp;
1105 tag_t tag; 1087
1106 int check_walk_off; 1088 int check_walk_off;
1107 mapstruct *m; 1089 maptile *m;
1090
1108 sint16 x,y; 1091 sint16 x, y;
1109
1110 1092
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1112 dump_object(op); 1094 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1095
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); 1096 SET_FLAG (op, FLAG_REMOVED);
1131 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1132 /* 1101 /*
1133 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1134 * inventory. 1103 * inventory.
1135 */ 1104 */
1136 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1137 if(op->nrof) 1107 if (op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1139 else 1109 else
1140 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1141 1111
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1114 * to save cpu time.
1145 */ 1115 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp); 1117 fix_player (otmp);
1149 1118
1150 if(op->above!=NULL) 1119 if (op->above != NULL)
1151 op->above->below=op->below; 1120 op->above->below = op->below;
1152 else 1121 else
1153 op->env->inv=op->below; 1122 op->env->inv = op->below;
1154 1123
1155 if(op->below!=NULL) 1124 if (op->below != NULL)
1156 op->below->above=op->above; 1125 op->below->above = op->above;
1157 1126
1158 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1161 */ 1130 */
1162 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1163 op->map=op->env->map; 1132 op->map = op->env->map;
1164 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1165 op->env=NULL; 1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166
1167 /* Relink the object below us, if there is one */
1168 if (op->below)
1169 op->below->above = op->above;
1170 else
1171 {
1172 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is
1174 * evident
1175 */
1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0;
1189 op->below = 0;
1190
1191 if (op->map->in_memory == MAP_SAVING)
1166 return; 1192 return;
1167 }
1168 1193
1169 /* If we get here, we are removing it from a map */
1170 if (op->map == NULL) return;
1171
1172 x = op->x;
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1225 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1226 * being removed. 1199 * being removed.
1227 */ 1200 */
1228 1201
1229 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1230 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1232 * appropriately. 1206 * appropriately.
1233 */ 1207 */
1234 if (tmp->container==op) { 1208 if (tmp->container == op)
1209 {
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1236 tmp->container=NULL; 1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1237 } 1215 }
1238 tmp->contr->socket.update_look=1; 1216
1239 }
1240 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1218 if (check_walk_off
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1219 && ((op->move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1221 {
1244 move_apply(tmp, op, NULL); 1222 move_apply (tmp, op, NULL);
1223
1245 if (was_destroyed (op, tag)) { 1224 if (op->destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1226 }
1249 }
1250 1227
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1229
1253 if(tmp->above == tmp) 1230 if (tmp->above == tmp)
1254 tmp->above = NULL; 1231 tmp->above = NULL;
1232
1255 last=tmp; 1233 last = tmp;
1256 } 1234 }
1235
1257 /* last == NULL of there are no objects on this space */ 1236 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1237 if (last == NULL)
1238 {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't 1241 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways. 1242 * be correct anyways.
1263 */ 1243 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y); 1245 update_position (op->map, op->x, op->y);
1266 } 1246 }
1267 else 1247 else
1268 update_object(last, UP_OBJ_REMOVE); 1248 update_object (last, UP_OBJ_REMOVE);
1269 1249
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1251 update_all_los (op->map, op->x, op->y);
1272 1252 }
1273} 1253}
1274 1254
1275/* 1255/*
1276 * merge_ob(op,top): 1256 * merge_ob(op,top):
1277 * 1257 *
1278 * This function goes through all objects below and including top, and 1258 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1259 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1260 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1261 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1262 */
1283 1263object *
1284object *merge_ob(object *op, object *top) { 1264merge_ob (object *op, object *top)
1265{
1285 if(!op->nrof) 1266 if (!op->nrof)
1286 return 0; 1267 return 0;
1268
1287 if(top==NULL) 1269 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1270 for (top = op; top != NULL && top->above != NULL; top = top->above);
1271
1289 for(;top!=NULL;top=top->below) { 1272 for (; top != NULL; top = top->below)
1273 {
1290 if(top==op) 1274 if (top == op)
1291 continue; 1275 continue;
1292 if (CAN_MERGE(op,top)) 1276 if (CAN_MERGE (op, top))
1293 { 1277 {
1294 top->nrof+=op->nrof; 1278 top->nrof += op->nrof;
1279
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1281 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1282 remove_ob (op);
1298 free_object(op); 1283 free_object (op);
1299 return top; 1284 return top;
1300 } 1285 }
1301 } 1286 }
1287
1302 return NULL; 1288 return 0;
1303} 1289}
1304 1290
1305/* 1291/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1293 * job preparing multi-part monsters
1308 */ 1294 */
1295object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{
1310 object* tmp; 1298 object *tmp;
1299
1311 if (op->head) 1300 if (op->head)
1312 op=op->head; 1301 op = op->head;
1302
1313 for (tmp=op;tmp;tmp=tmp->more){ 1303 for (tmp = op; tmp; tmp = tmp->more)
1304 {
1314 tmp->x=x+tmp->arch->clone.x; 1305 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1306 tmp->y = y + tmp->arch->clone.y;
1316 } 1307 }
1308
1317 return insert_ob_in_map (op, m, originator, flag); 1309 return insert_ob_in_map (op, m, originator, flag);
1318} 1310}
1319 1311
1320/* 1312/*
1321 * insert_ob_in_map (op, map, originator, flag): 1313 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1314 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1328 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1329 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1330 * just 'op' otherwise
1339 */ 1331 */
1340 1332
1333object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1335{
1343 object *tmp, *top, *floor=NULL; 1336 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1337 sint16 x, y;
1345 1338
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1339 if (QUERY_FLAG (op, FLAG_FREED))
1340 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1341 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1346 {
1347 dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349 return op;
1350 }
1351
1352 if (out_of_map (m, op->x, op->y))
1353 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted.
1360 */
1361 abort ();
1362#endif
1363 return op;
1364 }
1365
1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402
1403 CLEAR_FLAG (op, FLAG_REMOVED);
1404
1405 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work
1408 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y);
1410 x = op->x;
1411 y = op->y;
1412
1413 /* this has to be done after we translate the coordinates.
1414 */
1415 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp))
1418 {
1419 op->nrof += tmp->nrof;
1420 remove_ob (tmp);
1421 free_object (tmp);
1422 }
1423
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426
1427 if (!QUERY_FLAG (op, FLAG_ALIVE))
1428 CLEAR_FLAG (op, FLAG_NO_STEAL);
1429
1430 if (flag & INS_BELOW_ORIGINATOR)
1431 {
1432 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1433 {
1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort ();
1436 }
1437
1438 op->above = originator;
1439 op->below = originator->below;
1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1446 /* since *below* originator, no need to update top */
1447 originator->below = op;
1448 }
1449 else
1450 {
1451 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 {
1454 object *last = NULL;
1455
1456 /*
1457 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if
1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1461 * floor, we want to insert above that and no further.
1462 * Also, if there are spell objects on this space, we stop processing
1463 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects.
1467 */
1468
1469 while (top != NULL)
1470 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top;
1473
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 {
1476 /* We insert above top, so we want this object below this */
1477 top = top->below;
1478 break;
1479 }
1480
1481 last = top;
1482 top = top->above;
1483 }
1484
1485 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last;
1487
1488 /* We let update_position deal with figuring out what the space
1489 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result.
1491 */
1492
1493 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66
1495 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd.
1498 */
1499 if (!(flag & INS_ON_TOP) &&
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501 {
1502 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break;
1505 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we
1508 * set top to the object below us.
1509 */
1510 if (last && last->below && last != floor)
1511 top = last->below;
1512 }
1513 } /* If objects on this space */
1514
1515 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1518 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor;
1520
1521 /* Top is the object that our object (op) is going to get inserted above.
1522 */
1523
1524 /* First object on this space */
1525 if (!top)
1526 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528
1529 if (op->above)
1530 op->above->below = op;
1531
1532 op->below = NULL;
1533 SET_MAP_OB (op->map, op->x, op->y, op);
1534 }
1535 else
1536 { /* get inserted into the stack above top */
1537 op->above = top->above;
1538
1539 if (op->above)
1540 op->above->below = op;
1541
1542 op->below = top;
1543 top->above = op;
1544 }
1545
1546 if (op->above == NULL)
1547 SET_MAP_TOP (op->map, op->x, op->y, op);
1548 } /* else not INS_BELOW_ORIGINATOR */
1549
1550 if (op->type == PLAYER)
1551 op->contr->do_los = 1;
1552
1553 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there.
1555 */
1556 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 if (tmp->type == PLAYER)
1559 tmp->contr->socket.update_look = 1;
1560
1561 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area
1568 * of effect may be sufficient.
1569 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y);
1572
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT);
1575
1576 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this.
1578 *
1579 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object().
1583 */
1584
1585 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 {
1588 if (check_move_on (op, originator))
1348 return NULL; 1589 return NULL;
1349 }
1350 if(m==NULL) {
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op;
1354 }
1355 if(out_of_map(m,op->x,op->y)) {
1356 dump_object(op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1590
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1383 more->map = get_map_from_coord(m, &more->x, &more->y);
1384 } else if (!more->map) {
1385 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent.
1387 */
1388 more->map = m;
1389 }
1390
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1392 if ( ! op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1394 return NULL;
1395 }
1396 }
1397 CLEAR_FLAG(op,FLAG_REMOVED);
1398
1399 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work
1402 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y);
1404 x = op->x;
1405 y = op->y;
1406
1407 /* this has to be done after we translate the coordinates.
1408 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) {
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1411 if (CAN_MERGE(op,tmp)) {
1412 op->nrof+=tmp->nrof;
1413 remove_ob(tmp);
1414 free_object(tmp);
1415 }
1416 }
1417
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422
1423 if (flag & INS_BELOW_ORIGINATOR) {
1424 if (originator->map != op->map || originator->x != op->x ||
1425 originator->y != op->y) {
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */
1507 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op;
1511 }
1512 if (op->above==NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if(op->type==PLAYER)
1517 op->contr->do_los=1;
1518
1519 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527
1528 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient.
1536 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y);
1539
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT);
1543
1544
1545 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this.
1547 *
1548 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object().
1552 */
1553
1554 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1557 if (check_move_on(op, originator))
1558 return NULL;
1559
1560 /* If we are a multi part object, lets work our way through the check 1591 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1592 * walk on's.
1562 */ 1593 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1595 if (check_move_on (tmp, originator))
1565 return NULL; 1596 return NULL;
1566 } 1597 }
1598
1567 return op; 1599 return op;
1568} 1600}
1569 1601
1570/* this function inserts an object in the map, but if it 1602/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1603 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1604 * op is the object to insert it under: supplies x and the map.
1573 */ 1605 */
1606void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1607replace_insert_ob_in_map (const char *arch_string, object *op)
1608{
1575 object *tmp; 1609 object *
1576 object *tmp1; 1610 tmp;
1611 object *
1612 tmp1;
1577 1613
1578 /* first search for itself and remove any old instances */ 1614 /* first search for itself and remove any old instances */
1579 1615
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 {
1582 remove_ob(tmp); 1620 remove_ob (tmp);
1583 free_object(tmp); 1621 free_object (tmp);
1584 } 1622 }
1585 } 1623 }
1586 1624
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1625 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1626
1589 1627 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1628 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1629 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1630}
1593 1631
1594/* 1632/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1634 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1635 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1636 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1637 * global static errmsg array.
1600 */ 1638 */
1601 1639
1640object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1641get_split_ob (object *orig_ob, uint32 nr)
1603 object *newob; 1642{
1643 object *
1644 newob;
1645 int
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1647
1606 if(orig_ob->nrof<nr) { 1648 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1649 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1651 return NULL;
1610 } 1652 }
1653
1611 newob = object_create_clone(orig_ob); 1654 newob = object_create_clone (orig_ob);
1655
1612 if((orig_ob->nrof-=nr)<1) { 1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1613 if ( ! is_removed) 1658 if (!is_removed)
1614 remove_ob(orig_ob); 1659 remove_ob (orig_ob);
1615 free_object2(orig_ob, 1); 1660 free_object2 (orig_ob, 1);
1616 } 1661 }
1617 else if ( ! is_removed) { 1662 else if (!is_removed)
1663 {
1618 if(orig_ob->env!=NULL) 1664 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1668 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1670 return NULL;
1625 } 1671 }
1626 } 1672 }
1673
1627 newob->nrof=nr; 1674 newob->nrof = nr;
1628 1675
1629 return newob; 1676 return newob;
1630} 1677}
1631 1678
1632/* 1679/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1680 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1681 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1682 * is subsequently removed and freed.
1636 * 1683 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1684 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1685 */
1639 1686
1687object *
1640object *decrease_ob_nr (object *op, uint32 i) 1688decrease_ob_nr (object *op, uint32 i)
1641{ 1689{
1642 object *tmp; 1690 object *tmp;
1643 player *pl; 1691 player *pl;
1644 1692
1645 if (i == 0) /* objects with op->nrof require this check */ 1693 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1694 return op;
1647 1695
1648 if (i > op->nrof) 1696 if (i > op->nrof)
1649 i = op->nrof; 1697 i = op->nrof;
1650 1698
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op);
1736 op->nrof = 0;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1652 { 1742 }
1743 else
1744 {
1745 object *above = op->above;
1746
1747 if (i < op->nrof)
1653 op->nrof -= i; 1748 op->nrof -= i;
1654 } 1749 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1750 {
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op); 1751 remove_ob (op);
1682 op->nrof = 0; 1752 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1753 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1754
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1755 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1757 if (tmp->type == PLAYER)
1758 {
1701 if (op->nrof) 1759 if (op->nrof)
1702 esrv_send_item(tmp, op); 1760 esrv_send_item (tmp, op);
1703 else 1761 else
1704 esrv_del_item(tmp->contr, op->count); 1762 esrv_del_item (tmp->contr, op->count);
1705 } 1763 }
1706 } 1764 }
1707 1765
1708 if (op->nrof) { 1766 if (op->nrof)
1709 return op; 1767 return op;
1710 } else { 1768 else
1769 {
1711 free_object (op); 1770 free_object (op);
1712 return NULL; 1771 return NULL;
1713 } 1772 }
1714} 1773}
1715 1774
1716/* 1775/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1776 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1777 * and also updates how much the environment(s) is/are carrying.
1719 */ 1778 */
1720 1779
1780void
1721void add_weight (object *op, signed long weight) { 1781add_weight (object *op, signed long weight)
1782{
1722 while (op!=NULL) { 1783 while (op != NULL)
1784 {
1723 if (op->type == CONTAINER) { 1785 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1787
1726 op->carrying+=weight; 1788 op->carrying += weight;
1727 op=op->env; 1789 op = op->env;
1728 } 1790 }
1729} 1791}
1730 1792
1731/* 1793/*
1732 * insert_ob_in_ob(op,environment): 1794 * insert_ob_in_ob(op,environment):
1733 * This function inserts the object op in the linked list 1795 * This function inserts the object op in the linked list
1740 * 1802 *
1741 * The function returns now pointer to inserted item, and return value can 1803 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1804 * be != op, if items are merged. -Tero
1743 */ 1805 */
1744 1806
1807object *
1745object *insert_ob_in_ob(object *op,object *where) { 1808insert_ob_in_ob (object *op, object *where)
1746 object *tmp, *otmp; 1809{
1810 object *
1811 tmp, *
1812 otmp;
1747 1813
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1749 dump_object(op); 1816 dump_object (op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1751 return op; 1818 return op;
1752 } 1819 }
1820
1753 if(where==NULL) { 1821 if (where == NULL)
1822 {
1754 dump_object(op); 1823 dump_object (op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1756 return op; 1825 return op;
1757 } 1826 }
1827
1758 if (where->head) { 1828 if (where->head)
1759 LOG(llevDebug, 1829 {
1760 "Warning: Tried to insert object wrong part of multipart object.\n"); 1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head; 1831 where = where->head;
1762 } 1832 }
1833
1763 if (op->more) { 1834 if (op->more)
1835 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1837 return op;
1767 } 1838 }
1839
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1841 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1842 if (op->nrof)
1843 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1845 if (CAN_MERGE (tmp, op))
1846 {
1773 /* return the original object and remove inserted object 1847 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1848 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1849 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1850 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1851 * tmp->nrof, we need to increase the weight.
1778 */ 1852 */
1779 add_weight (where, op->weight*op->nrof); 1853 add_weight (where, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1854 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1855 free_object (op); /* free the inserted object */
1782 op = tmp; 1856 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1857 remove_ob (op); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1858 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1859 break;
1786 } 1860 }
1787 1861
1788 /* I assume combined objects have no inventory 1862 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1863 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1864 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1865 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1866 * the linking below
1793 */ 1867 */
1794 add_weight (where, op->weight*op->nrof); 1868 add_weight (where, op->weight * op->nrof);
1869 }
1795 } else 1870 else
1796 add_weight (where, (op->weight+op->carrying)); 1871 add_weight (where, (op->weight + op->carrying));
1797 1872
1798 otmp=is_player_inv(where); 1873 otmp = is_player_inv (where);
1799 if (otmp&&otmp->contr!=NULL) { 1874 if (otmp && otmp->contr != NULL)
1875 {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1877 fix_player (otmp);
1802 } 1878 }
1803 1879
1804 op->map=NULL; 1880 op->map = NULL;
1805 op->env=where; 1881 op->env = where;
1806 op->above=NULL; 1882 op->above = NULL;
1807 op->below=NULL; 1883 op->below = NULL;
1808 op->x=0,op->y=0; 1884 op->x = 0, op->y = 0;
1809 1885
1810 /* reset the light list and los of the players on the map */ 1886 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1887 if ((op->glow_radius != 0) && where->map)
1812 { 1888 {
1813#ifdef DEBUG_LIGHTS 1889#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1893 update_all_los (where->map, where->x, where->y);
1818 } 1894 }
1819 1895
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1896 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1897 * It sure simplifies this function...
1822 */ 1898 */
1823 if (where->inv==NULL) 1899 if (where->inv == NULL)
1824 where->inv=op; 1900 where->inv = op;
1825 else { 1901 else
1902 {
1826 op->below = where->inv; 1903 op->below = where->inv;
1827 op->below->above = op; 1904 op->below->above = op;
1828 where->inv = op; 1905 where->inv = op;
1829 } 1906 }
1830 return op; 1907 return op;
1831} 1908}
1832 1909
1833/* 1910/*
1834 * Checks if any objects has a move_type that matches objects 1911 * Checks if any objects has a move_type that matches objects
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1926 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1927 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1928 * on top.
1852 */ 1929 */
1853 1930
1931int
1854int check_move_on (object *op, object *originator) 1932check_move_on (object *op, object *originator)
1855{ 1933{
1856 object *tmp; 1934 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1935 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1936 int x = op->x, y = op->y;
1937
1860 MoveType move_on, move_slow, move_block; 1938 MoveType move_on, move_slow, move_block;
1861 1939
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1940 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1941 return 0;
1864 1942
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1943 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1944 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1946
1871 /* if nothing on this space will slow op down or be applied, 1947 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1948 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1949 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1950 * as walking.
1875 */ 1951 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1952 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1953 return 0;
1878 1954
1879 /* This is basically inverse logic of that below - basically, 1955 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1956 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1957 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1958 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1959 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1960 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1961 return 0;
1886 1962
1887 /* The objects have to be checked from top to bottom. 1963 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1964 * Hence, we first go to the top:
1889 */ 1965 */
1890 1966
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1968 {
1893 /* Trim the search when we find the first other spell effect 1969 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1970 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1971 * we don't need to check all of them.
1896 */ 1972 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 }
1976
1977 for (; tmp; tmp = tmp->below)
1898 } 1978 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1979 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1980 continue; /* Can't apply yourself */
1901 1981
1902 /* Check to see if one of the movement types should be slowed down. 1982 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1983 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1984 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1985 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1986 * swim on that space, can't use it to avoid the penalty.
1907 */ 1987 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1988 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 {
1912 1993
1913 float diff; 1994 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1995 diff = tmp->move_slow_penalty * FABS (op->speed);
1996
1916 if (op->type == PLAYER) { 1997 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 2000 diff /= 4.0;
1920 } 2001
1921 }
1922 op->speed_left -= diff; 2002 op->speed_left -= diff;
1923 } 2003 }
1924 } 2004 }
1925 2005
1926 /* Basically same logic as above, except now for actual apply. */ 2006 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2007 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2008 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 2009 {
1931 move_apply(tmp, op, originator); 2010 move_apply (tmp, op, originator);
2011
1932 if (was_destroyed (op, tag)) 2012 if (op->destroyed ())
1933 return 1; 2013 return 1;
1934 2014
1935 /* what the person/creature stepped onto has moved the object 2015 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 2016 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 2017 * have a feeling strange problems would result.
1938 */ 2018 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 2019 if (op->map != m || op->x != x || op->y != y)
2020 return 0;
1940 } 2021 }
1941 } 2022 }
2023
1942 return 0; 2024 return 0;
1943} 2025}
1944 2026
1945/* 2027/*
1946 * present_arch(arch, map, x, y) searches for any objects with 2028 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 2029 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
1949 */ 2031 */
1950 2032
2033object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2034present_arch (const archetype *at, maptile *m, int x, int y)
2035{
1952 object *tmp; 2036 object *
2037 tmp;
2038
1953 if(m==NULL || out_of_map(m,x,y)) { 2039 if (m == NULL || out_of_map (m, x, y))
2040 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 2041 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 2042 return NULL;
1956 } 2043 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 2045 if (tmp->arch == at)
1959 return tmp; 2046 return tmp;
1960 return NULL; 2047 return NULL;
1961} 2048}
1962 2049
1963/* 2050/*
1964 * present(type, map, x, y) searches for any objects with 2051 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 2052 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
1967 */ 2054 */
1968 2055
2056object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 2057present (unsigned char type, maptile *m, int x, int y)
2058{
1970 object *tmp; 2059 object *
2060 tmp;
2061
1971 if(out_of_map(m,x,y)) { 2062 if (out_of_map (m, x, y))
2063 {
1972 LOG(llevError,"Present called outside map.\n"); 2064 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 2065 return NULL;
1974 } 2066 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 2068 if (tmp->type == type)
1977 return tmp; 2069 return tmp;
1978 return NULL; 2070 return NULL;
1979} 2071}
1980 2072
1981/* 2073/*
1982 * present_in_ob(type, object) searches for any objects with 2074 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 2075 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
1985 */ 2077 */
1986 2078
2079object *
1987object *present_in_ob(unsigned char type, const object *op) { 2080present_in_ob (unsigned char type, const object *op)
2081{
1988 object *tmp; 2082 object *
2083 tmp;
2084
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 2086 if (tmp->type == type)
1991 return tmp; 2087 return tmp;
1992 return NULL; 2088 return NULL;
1993} 2089}
1994 2090
1995/* 2091/*
2005 * the object name, not the archetype name. this is so that the 2101 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 2102 * spell code can use one object type (force), but change it's name
2007 * to be unique. 2103 * to be unique.
2008 */ 2104 */
2009 2105
2106object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 2107present_in_ob_by_name (int type, const char *str, const object *op)
2108{
2011 object *tmp; 2109 object *
2110 tmp;
2012 2111
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2115 return tmp;
2016 } 2116 }
2017 return NULL; 2117 return NULL;
2018} 2118}
2019 2119
2020/* 2120/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2121 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2122 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2123 * The first matching object is returned, or NULL if none.
2024 */ 2124 */
2025 2125
2126object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2127present_arch_in_ob (const archetype *at, const object *op)
2128{
2027 object *tmp; 2129 object *
2130 tmp;
2131
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 2133 if (tmp->arch == at)
2030 return tmp; 2134 return tmp;
2031 return NULL; 2135 return NULL;
2032} 2136}
2033 2137
2034/* 2138/*
2035 * activate recursively a flag on an object inventory 2139 * activate recursively a flag on an object inventory
2036 */ 2140 */
2141void
2037void flag_inv(object*op, int flag){ 2142flag_inv (object *op, int flag)
2143{
2038 object *tmp; 2144 object *
2145 tmp;
2146
2039 if(op->inv) 2147 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 {
2041 SET_FLAG(tmp, flag); 2150 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2151 flag_inv (tmp, flag);
2043 } 2152 }
2044}/* 2153} /*
2045 * desactivate recursively a flag on an object inventory 2154 * desactivate recursively a flag on an object inventory
2046 */ 2155 */
2156void
2047void unflag_inv(object*op, int flag){ 2157unflag_inv (object *op, int flag)
2158{
2048 object *tmp; 2159 object *
2160 tmp;
2161
2049 if(op->inv) 2162 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
2051 CLEAR_FLAG(tmp, flag); 2165 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2166 unflag_inv (tmp, flag);
2053 } 2167 }
2054} 2168}
2055 2169
2056/* 2170/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 2172 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 2173 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 2174 * him/her-self and all object carried by a call to this function.
2061 */ 2175 */
2062 2176
2177void
2063void set_cheat(object *op) { 2178set_cheat (object *op)
2179{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2180 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2181 flag_inv (op, FLAG_WAS_WIZ);
2066} 2182}
2067 2183
2068/* 2184/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2185 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 2186 * a spot at the given map and coordinates which will be able to contain
2085 * to know if the space in question will block the object. We can't use 2201 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 2202 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2203 * customized, changed states, etc.
2088 */ 2204 */
2089 2205
2206int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{
2209 int
2210 i,
2091 int i,index=0, flag; 2211 index = 0, flag;
2212 static int
2092 static int altern[SIZEOFFREE]; 2213 altern[SIZEOFFREE];
2093 2214
2094 for(i=start;i<stop;i++) { 2215 for (i = start; i < stop; i++)
2216 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2218 if (!flag)
2097 altern[index++]=i; 2219 altern[index++] = i;
2098 2220
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2221 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2222 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2223 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2224 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2225 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2226 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2227 * won't look 2 spaces south of the target space.
2106 */ 2228 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2230 stop = maxfree[i];
2109 } 2231 }
2110 if(!index) return -1; 2232 if (!index)
2233 return -1;
2111 return altern[RANDOM()%index]; 2234 return altern[RANDOM () % index];
2112} 2235}
2113 2236
2114/* 2237/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2238 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2239 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2240 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2241 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2242 */
2120 2243
2244int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2245find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{
2247 int
2122 int i; 2248 i;
2249
2123 for(i=0;i<SIZEOFFREE;i++) { 2250 for (i = 0; i < SIZEOFFREE; i++)
2251 {
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2253 return i;
2126 } 2254 }
2127 return -1; 2255 return -1;
2128} 2256}
2129 2257
2130/* 2258/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2259 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2260 * arr[begin..end-1].
2133 */ 2261 */
2262static void
2134static void permute(int *arr, int begin, int end) 2263permute (int *arr, int begin, int end)
2135{ 2264{
2136 int i, j, tmp, len; 2265 int
2266 i,
2267 j,
2268 tmp,
2269 len;
2137 2270
2138 len = end-begin; 2271 len = end - begin;
2139 for(i = begin; i < end; i++) 2272 for (i = begin; i < end; i++)
2140 { 2273 {
2141 j = begin+RANDOM()%len; 2274 j = begin + RANDOM () % len;
2142 2275
2143 tmp = arr[i]; 2276 tmp = arr[i];
2144 arr[i] = arr[j]; 2277 arr[i] = arr[j];
2145 arr[j] = tmp; 2278 arr[j] = tmp;
2146 } 2279 }
2147} 2280}
2148 2281
2149/* new function to make monster searching more efficient, and effective! 2282/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2283 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2284 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2285 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2286 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2287 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2288 */
2289void
2156void get_search_arr(int *search_arr) 2290get_search_arr (int *search_arr)
2157{ 2291{
2292 int
2158 int i; 2293 i;
2159 2294
2160 for(i = 0; i < SIZEOFFREE; i++) 2295 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2296 {
2162 search_arr[i] = i; 2297 search_arr[i] = i;
2163 } 2298 }
2164 2299
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2300 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2303}
2169 2304
2170/* 2305/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2306 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2307 * given map at the given coordinates for live objects.
2178 * is actually want is going to try and move there. We need this info 2313 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2314 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2315 * there is capable of.
2181 */ 2316 */
2182 2317
2318int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2319find_dir (maptile *m, int x, int y, object *exclude)
2320{
2321 int
2322 i,
2184 int i,max=SIZEOFFREE, mflags; 2323 max = SIZEOFFREE, mflags;
2324
2185 sint16 nx, ny; 2325 sint16 nx, ny;
2186 object *tmp; 2326 object *
2187 mapstruct *mp; 2327 tmp;
2328 maptile *
2329 mp;
2330
2188 MoveType blocked, move_type; 2331 MoveType blocked, move_type;
2189 2332
2190 if (exclude && exclude->head) { 2333 if (exclude && exclude->head)
2334 {
2191 exclude = exclude->head; 2335 exclude = exclude->head;
2192 move_type = exclude->move_type; 2336 move_type = exclude->move_type;
2193 } else { 2337 }
2338 else
2339 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2340 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2341 move_type = MOVE_ALL;
2342 }
2343
2344 for (i = 1; i < max; i++)
2196 } 2345 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2346 mp = m;
2200 nx = x + freearr_x[i]; 2347 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2348 ny = y + freearr_y[i];
2202 2349
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2204 if (mflags & P_OUT_OF_MAP) { 2351 if (mflags & P_OUT_OF_MAP)
2352 {
2205 max = maxfree[i]; 2353 max = maxfree[i];
2354 }
2206 } else { 2355 else
2356 {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2208 2358
2209 if ((move_type & blocked) == move_type) { 2359 if ((move_type & blocked) == move_type)
2360 {
2210 max=maxfree[i]; 2361 max = maxfree[i];
2362 }
2211 } else if (mflags & P_IS_ALIVE) { 2363 else if (mflags & P_IS_ALIVE)
2364 {
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2366 {
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2215 break; 2369 break;
2216 } 2370 }
2217 } 2371 }
2218 if(tmp) { 2372 if (tmp)
2373 {
2219 return freedir[i]; 2374 return freedir[i];
2220 } 2375 }
2221 } 2376 }
2222 } 2377 }
2223 } 2378 }
2224 return 0; 2379 return 0;
2225} 2380}
2226 2381
2227/* 2382/*
2228 * distance(object 1, object 2) will return the square of the 2383 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2384 * distance between the two given objects.
2230 */ 2385 */
2231 2386
2387int
2232int distance(const object *ob1, const object *ob2) { 2388distance (const object *ob1, const object *ob2)
2389{
2233 int i; 2390 int
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2391 i;
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2236 return i; 2394 return i;
2237} 2395}
2238 2396
2239/* 2397/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2398 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2399 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2400 * object, needs to travel toward it.
2243 */ 2401 */
2244 2402
2403int
2245int find_dir_2(int x, int y) { 2404find_dir_2 (int x, int y)
2405{
2246 int q; 2406 int
2407 q;
2247 2408
2248 if(y) 2409 if (y)
2249 q=x*100/y; 2410 q = x * 100 / y;
2250 else if (x) 2411 else if (x)
2251 q= -300*x; 2412 q = -300 * x;
2252 else 2413 else
2253 return 0; 2414 return 0;
2254 2415
2255 if(y>0) { 2416 if (y > 0)
2417 {
2256 if(q < -242) 2418 if (q < -242)
2257 return 3 ; 2419 return 3;
2258 if (q < -41) 2420 if (q < -41)
2259 return 2 ; 2421 return 2;
2260 if (q < 41) 2422 if (q < 41)
2261 return 1 ; 2423 return 1;
2262 if (q < 242) 2424 if (q < 242)
2263 return 8 ; 2425 return 8;
2264 return 7 ; 2426 return 7;
2265 } 2427 }
2266 2428
2267 if (q < -242) 2429 if (q < -242)
2268 return 7 ; 2430 return 7;
2269 if (q < -41) 2431 if (q < -41)
2270 return 6 ; 2432 return 6;
2271 if (q < 41) 2433 if (q < 41)
2272 return 5 ; 2434 return 5;
2273 if (q < 242) 2435 if (q < 242)
2274 return 4 ; 2436 return 4;
2275 2437
2276 return 3 ; 2438 return 3;
2277} 2439}
2278 2440
2279/* 2441/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2442 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2443 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2444 * "overflow" in previous calculations of a direction).
2283 */ 2445 */
2284 2446
2447int
2285int absdir(int d) { 2448absdir (int d)
2286 while(d<1) d+=8; 2449{
2287 while(d>8) d-=8; 2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2288 return d; 2454 return d;
2289} 2455}
2290 2456
2291/* 2457/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2459 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2460 */
2295 2461
2462int
2296int dirdiff(int dir1, int dir2) { 2463dirdiff (int dir1, int dir2)
2464{
2297 int d; 2465 int
2466 d;
2467
2298 d = abs(dir1 - dir2); 2468 d = abs (dir1 - dir2);
2299 if(d>4) 2469 if (d > 4)
2300 d = 8 - d; 2470 d = 8 - d;
2301 return d; 2471 return d;
2302} 2472}
2303 2473
2304/* peterm: 2474/* peterm:
2309 * direction 4, 14, or 16 to get back to where we are. 2479 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2480 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2481 * functions.
2312 */ 2482 */
2313 2483
2484int
2314int reduction_dir[SIZEOFFREE][3] = { 2485 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2486 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2487 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2488 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2489 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2490 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2491 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2492 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2493 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2494 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2495 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2496 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2497 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2498 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2499 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2500 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2501 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2502 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2503 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2504 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2505 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2506 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2507 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2508 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2509 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2510 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2511 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2512 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2513 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2514 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2515 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2516 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2517 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2518 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2519 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2520 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2521 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2522 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2523 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2524 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2525 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2526 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2527 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2528 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2529 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2530 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2531 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2532 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2533 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2534 {24, 9, -1}
2535}; /* 48 */
2364 2536
2365/* Recursive routine to step back and see if we can 2537/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2538 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2539 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2540 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2541 * Modified to be map tile aware -.MSW
2370 */ 2542 */
2371
2372 2543
2544
2545int
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2546can_see_monsterP (maptile *m, int x, int y, int dir)
2547{
2374 sint16 dx, dy; 2548 sint16 dx, dy;
2549 int
2375 int mflags; 2550 mflags;
2376 2551
2552 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2553 return 0; /* exit condition: invalid direction */
2378 2554
2379 dx = x + freearr_x[dir]; 2555 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2556 dy = y + freearr_y[dir];
2381 2557
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2558 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2559
2384 /* This functional arguably was incorrect before - it was 2560 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2561 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2562 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2563 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2564 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2565 * at least its move type.
2390 */ 2566 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2567 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568 return 0;
2392 2569
2393 /* yes, can see. */ 2570 /* yes, can see. */
2394 if(dir < 9) return 1; 2571 if (dir < 9)
2572 return 1;
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2398} 2575}
2399 2576
2400 2577
2401 2578
2402/* 2579/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2580 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2581 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2582 * picked up, otherwise 0.
2406 * 2583 *
2408 * core dumps if they do. 2585 * core dumps if they do.
2409 * 2586 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2587 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2588 */
2412 2589
2590int
2413int can_pick(const object *who, const object *item) { 2591can_pick (const object *who, const object *item)
2592{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2596}
2419 2597
2420 2598
2421/* 2599/*
2422 * create clone from object to another 2600 * create clone from object to another
2423 */ 2601 */
2602object *
2424object *object_create_clone (object *asrc) { 2603object_create_clone (object *asrc)
2604{
2605 object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2426 2607
2608 if (!asrc)
2427 if(!asrc) return NULL; 2609 return NULL;
2428 src = asrc; 2610 src = asrc;
2429 if(src->head) 2611 if (src->head)
2430 src = src->head; 2612 src = src->head;
2431 2613
2432 prev = NULL; 2614 prev = NULL;
2433 for(part = src; part; part = part->more) { 2615 for (part = src; part; part = part->more)
2616 {
2434 tmp = get_object(); 2617 tmp = get_object ();
2435 copy_object(part,tmp); 2618 copy_object (part, tmp);
2436 tmp->x -= src->x; 2619 tmp->x -= src->x;
2437 tmp->y -= src->y; 2620 tmp->y -= src->y;
2438 if(!part->head) { 2621 if (!part->head)
2622 {
2439 dst = tmp; 2623 dst = tmp;
2440 tmp->head = NULL; 2624 tmp->head = NULL;
2625 }
2441 } else { 2626 else
2627 {
2442 tmp->head = dst; 2628 tmp->head = dst;
2443 } 2629 }
2444 tmp->more = NULL; 2630 tmp->more = NULL;
2445 if(prev) 2631 if (prev)
2446 prev->more = tmp; 2632 prev->more = tmp;
2447 prev = tmp; 2633 prev = tmp;
2448 } 2634 }
2449 /*** copy inventory ***/ 2635
2450 for(item = src->inv; item; item = item->below) { 2636 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2637 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2638
2454 return dst; 2639 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2640}
2464 2641
2465/* GROS - Creates an object using a string representing its content. */ 2642/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2643/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2645/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2646/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2647/* Also remember that multiparts objects are not supported for now. */
2471 2648
2649object *
2472object* load_object_str(const char *obstr) 2650load_object_str (const char *obstr)
2473{ 2651{
2474 object *op; 2652 object *op;
2475 char filename[MAX_BUF]; 2653 char filename[MAX_BUF];
2654
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2656
2478 FILE *tempfile=fopen(filename,"w"); 2657 FILE *tempfile = fopen (filename, "w");
2658
2479 if (tempfile == NULL) 2659 if (tempfile == NULL)
2480 { 2660 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2662 return NULL;
2483 }; 2663 }
2664
2484 fprintf(tempfile,obstr); 2665 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2666 fclose (tempfile);
2486 2667
2487 op=get_object(); 2668 op = get_object ();
2488 2669
2489 object_thawer thawer (filename); 2670 object_thawer thawer (filename);
2671
2490 if (thawer) 2672 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2673 load_object (thawer, op, 0);
2674
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2676 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2677
2495 return op; 2678 return op;
2496} 2679}
2497 2680
2498/* This returns the first object in who's inventory that 2681/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2682 * has the same type and subtype match.
2500 * returns NULL if no match. 2683 * returns NULL if no match.
2501 */ 2684 */
2685object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2686find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2687{
2504 object *tmp; 2688 object *tmp;
2505 2689
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2690 for (tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2691 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp;
2508 2693
2509 return NULL; 2694 return NULL;
2510} 2695}
2511 2696
2512/* If ob has a field named key, return the link from the list, 2697/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2698 * otherwise return NULL.
2514 * 2699 *
2515 * key must be a passed in shared string - otherwise, this won't 2700 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2701 * do the desired thing.
2517 */ 2702 */
2703key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2704get_ob_key_link (const object *ob, const char *key)
2705{
2519 key_value * link; 2706 key_value *link;
2520 2707
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2708 for (link = ob->key_values; link != NULL; link = link->next)
2522 if (link->key == key) { 2709 if (link->key == key)
2523 return link; 2710 return link;
2524 } 2711
2525 }
2526
2527 return NULL; 2712 return NULL;
2528} 2713}
2529 2714
2530/* 2715/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2716 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2717 *
2533 * The argument doesn't need to be a shared string. 2718 * The argument doesn't need to be a shared string.
2534 * 2719 *
2535 * The returned string is shared. 2720 * The returned string is shared.
2536 */ 2721 */
2722const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2723get_ob_key_value (const object *op, const char *const key)
2724{
2538 key_value * link; 2725 key_value *link;
2539 const char * canonical_key; 2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2540 2729 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2730 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2731 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2732 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2733 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2734 */
2549 return NULL; 2735 return 0;
2550 } 2736 }
2551 2737
2552 /* This is copied from get_ob_key_link() above - 2738 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2739 * only 4 lines, and saves the function call overhead.
2554 */ 2740 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2741 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2742 if (link->key == canonical_key)
2557 return link->value; 2743 return link->value;
2558 } 2744
2559 } 2745 return 0;
2560 return NULL;
2561} 2746}
2562 2747
2563 2748
2564/* 2749/*
2565 * Updates the canonical_key in op to value. 2750 * Updates the canonical_key in op to value.
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2755 * keys.
2571 * 2756 *
2572 * Returns TRUE on success. 2757 * Returns TRUE on success.
2573 */ 2758 */
2759int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{
2762 key_value *
2575 key_value * field = NULL, *last=NULL; 2763 field = NULL, *last = NULL;
2576 2764
2577 for (field=op->key_values; field != NULL; field=field->next) { 2765 for (field = op->key_values; field != NULL; field = field->next)
2766 {
2578 if (field->key != canonical_key) { 2767 if (field->key != canonical_key)
2768 {
2579 last = field; 2769 last = field;
2580 continue; 2770 continue;
2581 } 2771 }
2582 2772
2583 if (value) 2773 if (value)
2584 field->value = value; 2774 field->value = value;
2585 else { 2775 else
2776 {
2586 /* Basically, if the archetype has this key set, 2777 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2778 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2779 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2780 * we get this value back again.
2590 */ 2781 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2593 else 2788 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2789 op->key_values = field->next;
2597 2790
2598 delete field; 2791 delete field;
2599 } 2792 }
2600 } 2793 }
2601 return TRUE; 2794 return TRUE;
2602 } 2795 }
2603 /* IF we get here, key doesn't exist */ 2796 /* IF we get here, key doesn't exist */
2604 2797
2605 /* No field, we'll have to add it. */ 2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2606 2801 {
2607 if (!add_key) {
2608 return FALSE; 2802 return FALSE;
2609 } 2803 }
2610 /* There isn't any good reason to store a null 2804 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2805 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2806 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2807 * be here. If user wants to store empty strings,
2614 * should pass in "" 2808 * should pass in ""
2615 */ 2809 */
2616 if (value == NULL) return TRUE; 2810 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 return TRUE; 2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2627} 2822}
2628 2823
2629/* 2824/*
2630 * Updates the key in op to value. 2825 * Updates the key in op to value.
2631 * 2826 *
2633 * and not add new ones. 2828 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2829 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2830 *
2636 * Returns TRUE on success. 2831 * Returns TRUE on success.
2637 */ 2832 */
2833int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2835{
2640 shstr key_ (key); 2836 shstr key_ (key);
2837
2641 return set_ob_key_value_s (op, key_, value, add_key); 2838 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2839}
2840
2841object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container)
2843{
2844 while (item->inv)
2845 item = item->inv;
2846}
2847
2848void
2849object::depth_iterator::next ()
2850{
2851 if (item->below)
2852 {
2853 item = item->below;
2854
2855 while (item->inv)
2856 item = item->inv;
2857 }
2858 else
2859 item = item->env;
2860}
2861
2862// return a suitable string describing an objetc in enough detail to find it
2863const char *
2864object::debug_desc (char *info) const
2865{
2866 char info2[256 * 3];
2867 char *p = info;
2868
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870 count,
2871 &name,
2872 title ? " " : "",
2873 title ? (const char *)title : "");
2874
2875 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877
2878 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880
2881 return info;
2882}
2883
2884const char *
2885object::debug_desc () const
2886{
2887 static char info[256 * 3];
2888 return debug_desc (info);
2889}
2890

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