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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 1.54 by root, Fri Nov 17 19:40:53 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
285void dump_object2(object *op) { 379char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 380dump_object (object *op)
332 if(op==NULL) { 381{
333 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
334 return; 383 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 384
340void dump_all_objects(void) { 385 object_freezer freezer;
341 object *op; 386 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 388}
347 389
348/* 390/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
352 */ 394 */
353 395
396object *
354object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
355 object *tmp,*closest; 399 object *tmp, *closest;
356 int last_dist,i; 400 int last_dist, i;
401
357 if(op->more==NULL) 402 if (op->more == NULL)
358 return op; 403 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
362 return closest; 407 return closest;
363} 408}
364 409
365/* 410/*
366 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
367 */ 412 */
368 413
414object *
369object *find_object(tag_t i) { 415find_object (tag_t i)
370 object *op; 416{
371 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 418 if (op->count == i)
373 break; 419 return op;
420
374 return op; 421 return 0;
375} 422}
376 423
377/* 424/*
378 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
381 */ 428 */
382 429
430object *
383object *find_object_name(const char *str) { 431find_object_name (const char *str)
384 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
385 object *op; 434 object *op;
435
386 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 437 if (op->name == str_)
388 break; 438 break;
389 439
390 return op; 440 return op;
391} 441}
392 442
443void
393void free_all_object_data(void) { 444free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 445{
435 if (!op) return; 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 447}
443
444
445 448
446/* 449/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 451 * skill and experience objects.
449 */ 452 */
450void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
451{ 455{
452 if(owner==NULL||op==NULL) 456 if (!owner)
453 return; 457 return;
454 458
455 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
461 */ 465 */
462 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
464 468
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 469 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 470}
518 471
519/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 473 * refcounts and freeing the links.
521 */ 474 */
475static void
522static void free_key_values(object * op) 476free_key_values (object *op)
523{ 477{
524 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
525 { 479 {
526 key_value *next = i->next; 480 key_value *next = i->next;
527 delete i; 481 delete i;
482
528 i = next; 483 i = next;
529 } 484 }
530 485
531 op->key_values = 0; 486 op->key_values = 0;
532} 487}
533 488
534/* 489void object::clear ()
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 490{
541 op->clear (); 491 attachable_base::clear ();
542 492
543 free_key_values (op); 493 free_key_values (this);
544 494
545 /* the memset will clear all these values for us, but we need 495 owner = 0;
546 * to reduce the refcount on them. 496 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 497 name_pl = 0;
550 op->title = 0; 498 title = 0;
551 op->race = 0; 499 race = 0;
552 op->slaying = 0; 500 slaying = 0;
553 op->skill = 0; 501 skill = 0;
554 op->msg = 0; 502 msg = 0;
555 op->lore = 0; 503 lore = 0;
504 custom_name = 0;
556 op->materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
557 517
558 memset((void*)op, 0, sizeof (object_special)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 519
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
564 521
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
578 523
579 op->expmul=1.0; 524 expmul = 1.0;
580 op->face = blank_face; 525 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 526
583 if (settings.casting_time) 527 if (settings.casting_time)
584 op->casting_time = -1; 528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585} 538}
586 539
587/* 540/*
588 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 546 * will point at garbage.
594 */ 547 */
595 548void
596void copy_object(object *op2, object *op) 549copy_object (object *op2, object *op)
597{ 550{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 553
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 554 op2->clone (op);
606 555
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 556 if (is_freed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
609 560
610 if (op2->speed < 0) 561 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
612 563
613 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 565 if (op2->key_values)
566 {
615 key_value *tail = NULL; 567 key_value *tail = 0;
616 key_value *i; 568 key_value *i;
617 569
618 op->key_values = NULL; 570 op->key_values = 0;
619 571
620 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
621 { 573 {
622 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
623 575
624 new_link->next = NULL; 576 new_link->next = 0;
625 new_link->key = i->key; 577 new_link->key = i->key;
626 new_link->value = i->value; 578 new_link->value = i->value;
627 579
628 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 581 if (!op->key_values)
630 { 582 {
631 op->key_values = new_link; 583 op->key_values = new_link;
632 tail = new_link; 584 tail = new_link;
633 } 585 }
634 else 586 else
635 { 587 {
636 tail->next = new_link; 588 tail->next = new_link;
637 tail = new_link; 589 tail = new_link;
638 } 590 }
639 } 591 }
640 } 592 }
641 593
642 update_ob_speed (op); 594 update_ob_speed (op);
643}
644
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op;
685
686 if(free_objects==NULL)
687 expand_objects();
688
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op;
720} 595}
721 596
722/* 597/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
726 */ 601 */
727 602
603void
728void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 607 return;
731 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
733} 610}
734 611
735/* 612/*
736 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
739 */ 616 */
740 617void
741void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
742 extern int arch_init; 620 extern int arch_init;
743 621
744 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 623 * since they never really need to be updated.
746 */ 624 */
747 625
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 629#ifdef MANY_CORES
751 abort(); 630 abort ();
752#else 631#else
753 op->speed = 0; 632 op->speed = 0;
754#endif 633#endif
755 } 634 }
635
756 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
757 return; 643 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 644
764 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 646 * of the list. */
766 op->active_next = active_objects; 647 op->active_next = active_objects;
648
767 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
769 active_objects = op; 652 active_objects = op;
653 }
654 else
770 } 655 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 658 return;
775 659
776 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
777 active_objects = op->active_next; 662 active_objects = op->active_next;
663
778 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
780 } 668 {
781 else {
782 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
783 if (op->active_next) 671 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
785 } 673 }
674
786 op->active_next = NULL; 675 op->active_next = NULL;
787 op->active_prev = NULL; 676 op->active_prev = NULL;
788 } 677 }
789} 678}
790 679
791/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
792 * objects. 681 * objects.
794 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
798 */ 687 */
688void
799void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
800{ 690{
801 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 693 return;
804 694
805 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
806 active_objects = op->active_next; 697 active_objects = op->active_next;
807 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
809 } 702 {
810 else {
811 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 704 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
814 } 706 }
815 op->active_next = NULL; 707 op->active_next = NULL;
816 op->active_prev = NULL; 708 op->active_prev = NULL;
817} 709}
818 710
819/* 711/*
820 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
839 */ 731 */
840 732
733void
841void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
842 int update_now=0, flags; 736 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
844 738
845 if (op == NULL) { 739 if (op == NULL)
740 {
846 /* this should never happen */ 741 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 743 return;
849 }
850 744 }
745
851 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
852 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
853 * to do in this case. 749 * to do in this case.
854 */ 750 */
855 return; 751 return;
856 } 752 }
857 753
858 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 755 * going to get freed anyways.
860 */ 756 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
862 758 return;
759
863 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 764#ifdef MANY_CORES
868 abort(); 765 abort ();
869#endif 766#endif
870 return; 767 return;
871 }
872 768 }
769
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 776
880 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 780 update_now = 1;
883 781
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 783 update_now = 1;
886 784
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 786 update_now = 1;
889 787
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 789 update_now = 1;
892 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
893 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
894 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
895 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 801 * to have move_allow right now.
897 */ 802 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 804 update_now = 1;
805
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
901 } 808 }
902 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 811 * that is being removed.
905 */ 812 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 814 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
910 }
911 else { 817 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 819
915 if (update_now) { 820 if (update_now)
821 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
918 } 824 }
919 825
920 if(op->more!=NULL) 826 if (op->more != NULL)
921 update_object(op->more, action); 827 update_object (op->more, action);
922} 828}
923 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
924 900
925/* 901/*
926 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 906 * this function to succeed.
931 * 907 *
932 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 909 * inventory to the ground.
934 */ 910 */
935 911void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 912{
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 913 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 914 return;
915
916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 if (more)
959 } 925 {
960 if(ob->more!=NULL) { 926 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 927 more = 0;
962 ob->more=NULL; 928 }
929
930 if (inv)
963 } 931 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 932 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 933 * if some form of movement is allowed, let objects
967 * drop on that space. 934 * drop on that space.
968 */ 935 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 937 {
938 object *op = inv;
939
940 while (op)
971 { 941 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 942 object *tmp = op->below;
975 remove_ob(op); 943 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 944 op = tmp;
978 } 945 }
979 } 946 }
947 else
980 else { /* Put objects in inventory onto this space */ 948 { /* Put objects in inventory onto this space */
981 op=ob->inv; 949 object *op = inv;
950
982 while(op!=NULL) { 951 while (op)
952 {
983 tmp=op->below; 953 object *tmp = op->below;
954
984 remove_ob(op); 955 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 956
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 959 free_object (op);
988 else { 960 else
961 {
989 op->x=ob->x; 962 op->x = x;
990 op->y=ob->y; 963 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 965 }
966
993 op=tmp; 967 op = tmp;
994 } 968 }
995 } 969 }
996 } 970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
997 /* Remove object from the active list */ 980 /* Remove object from the active list */
998 ob->speed = 0; 981 speed = 0;
999 update_ob_speed(ob); 982 update_ob_speed (this);
1000 983
1001 SET_FLAG(ob, FLAG_FREED); 984 unlink ();
1002 ob->count = 0;
1003 985
1004 /* Remove this object from the list of used objects */ 986 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} 987}
1077 988
1078/* 989/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
1081 */ 992 */
1082 993
994void
1083void sub_weight (object *op, signed long weight) { 995sub_weight (object *op, signed long weight)
996{
1084 while (op != NULL) { 997 while (op != NULL)
998 {
1085 if (op->type == CONTAINER) { 999 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1001
1088 op->carrying-=weight; 1002 op->carrying -= weight;
1089 op = op->env; 1003 op = op->env;
1090 } 1004 }
1091} 1005}
1092 1006
1093/* remove_ob(op): 1007/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1008 * 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 1009 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1011 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1012 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1013 * Beware: This function is called from the editor as well!
1100 */ 1014 */
1101 1015
1016void
1102void remove_ob(object *op) { 1017remove_ob (object *op)
1018{
1103 object *tmp,*last=NULL; 1019 object *tmp, *last = 0;
1104 object *otmp; 1020 object *otmp;
1105 tag_t tag; 1021
1106 int check_walk_off; 1022 int check_walk_off;
1107 mapstruct *m; 1023 maptile *m;
1024
1108 sint16 x,y; 1025 sint16 x, y;
1109
1110 1026
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1027 if (QUERY_FLAG (op, FLAG_REMOVED))
1112 dump_object(op); 1028 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1029
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); 1030 SET_FLAG (op, FLAG_REMOVED);
1131 1031
1032 if (op->more != NULL)
1033 remove_ob (op->more);
1034
1132 /* 1035 /*
1133 * In this case, the object to be removed is in someones 1036 * In this case, the object to be removed is in someones
1134 * inventory. 1037 * inventory.
1135 */ 1038 */
1136 if(op->env!=NULL) { 1039 if (op->env != NULL)
1040 {
1137 if(op->nrof) 1041 if (op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1042 sub_weight (op->env, op->weight * op->nrof);
1139 else 1043 else
1140 sub_weight(op->env, op->weight+op->carrying); 1044 sub_weight (op->env, op->weight + op->carrying);
1141 1045
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1046 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1047 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1048 * to save cpu time.
1145 */ 1049 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1050 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); 1051 fix_player (otmp);
1149 1052
1150 if(op->above!=NULL) 1053 if (op->above != NULL)
1151 op->above->below=op->below; 1054 op->above->below = op->below;
1152 else 1055 else
1153 op->env->inv=op->below; 1056 op->env->inv = op->below;
1154 1057
1155 if(op->below!=NULL) 1058 if (op->below != NULL)
1156 op->below->above=op->above; 1059 op->below->above = op->above;
1157 1060
1158 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1161 */ 1064 */
1162 op->x=op->env->x,op->y=op->env->y; 1065 op->x = op->env->x, op->y = op->env->y;
1163 op->map=op->env->map; 1066 op->map = op->env->map;
1164 op->above=NULL,op->below=NULL; 1067 op->above = NULL, op->below = NULL;
1165 op->env=NULL; 1068 op->env = NULL;
1069 }
1070 else if (op->map)
1071 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094
1095 /* link the object above us */
1096 if (op->above)
1097 op->above->below = op->below;
1098 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100
1101 /* Relink the object below us, if there is one */
1102 if (op->below)
1103 op->below->above = op->above;
1104 else
1105 {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if (GET_MAP_OB (m, x, y) != op)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0;
1125 op->below = 0;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1166 return; 1128 return;
1167 }
1168 1129
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); 1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 {
1225 /* No point updating the players look faces if he is the object 1134 /* No point updating the players look faces if he is the object
1226 * being removed. 1135 * being removed.
1227 */ 1136 */
1228 1137
1229 if(tmp->type==PLAYER && tmp!=op) { 1138 if (tmp->type == PLAYER && tmp != op)
1139 {
1230 /* If a container that the player is currently using somehow gets 1140 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1232 * appropriately. 1142 * appropriately.
1233 */ 1143 */
1234 if (tmp->container==op) { 1144 if (tmp->container == op)
1145 {
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1146 CLEAR_FLAG (op, FLAG_APPLIED);
1236 tmp->container=NULL; 1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1237 } 1151 }
1238 tmp->contr->socket.update_look=1; 1152
1239 }
1240 /* See if player moving off should effect something */ 1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1155 && ((op->move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1157 {
1244 move_apply(tmp, op, NULL); 1158 move_apply (tmp, op, NULL);
1159
1245 if (was_destroyed (op, tag)) { 1160 if (op->destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1162 }
1249 }
1250 1163
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1165
1253 if(tmp->above == tmp) 1166 if (tmp->above == tmp)
1254 tmp->above = NULL; 1167 tmp->above = NULL;
1168
1255 last=tmp; 1169 last = tmp;
1256 } 1170 }
1171
1257 /* last == NULL of there are no objects on this space */ 1172 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1173 if (last == NULL)
1174 {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1176 * 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 1177 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways. 1178 * be correct anyways.
1263 */ 1179 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y); 1181 update_position (op->map, op->x, op->y);
1266 } 1182 }
1267 else 1183 else
1268 update_object(last, UP_OBJ_REMOVE); 1184 update_object (last, UP_OBJ_REMOVE);
1269 1185
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1187 update_all_los (op->map, op->x, op->y);
1272 1188 }
1273} 1189}
1274 1190
1275/* 1191/*
1276 * merge_ob(op,top): 1192 * merge_ob(op,top):
1277 * 1193 *
1278 * This function goes through all objects below and including top, and 1194 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1195 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1196 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1197 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1198 */
1283 1199object *
1284object *merge_ob(object *op, object *top) { 1200merge_ob (object *op, object *top)
1201{
1285 if(!op->nrof) 1202 if (!op->nrof)
1286 return 0; 1203 return 0;
1204
1287 if(top==NULL) 1205 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1206 for (top = op; top != NULL && top->above != NULL; top = top->above);
1207
1289 for(;top!=NULL;top=top->below) { 1208 for (; top != NULL; top = top->below)
1209 {
1290 if(top==op) 1210 if (top == op)
1291 continue; 1211 continue;
1292 if (CAN_MERGE(op,top)) 1212 if (CAN_MERGE (op, top))
1293 { 1213 {
1294 top->nrof+=op->nrof; 1214 top->nrof += op->nrof;
1215
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1217 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1218 remove_ob (op);
1298 free_object(op); 1219 free_object (op);
1299 return top; 1220 return top;
1300 } 1221 }
1301 } 1222 }
1223
1302 return NULL; 1224 return 0;
1303} 1225}
1304 1226
1305/* 1227/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1229 * job preparing multi-part monsters
1308 */ 1230 */
1231object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{
1310 object* tmp; 1234 object *tmp;
1235
1311 if (op->head) 1236 if (op->head)
1312 op=op->head; 1237 op = op->head;
1238
1313 for (tmp=op;tmp;tmp=tmp->more){ 1239 for (tmp = op; tmp; tmp = tmp->more)
1240 {
1314 tmp->x=x+tmp->arch->clone.x; 1241 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1242 tmp->y = y + tmp->arch->clone.y;
1316 } 1243 }
1244
1317 return insert_ob_in_map (op, m, originator, flag); 1245 return insert_ob_in_map (op, m, originator, flag);
1318} 1246}
1319 1247
1320/* 1248/*
1321 * insert_ob_in_map (op, map, originator, flag): 1249 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1250 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1264 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1265 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1266 * just 'op' otherwise
1339 */ 1267 */
1340 1268
1269object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1271{
1343 object *tmp, *top, *floor=NULL; 1272 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1273 sint16 x, y;
1345 1274
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1275 if (QUERY_FLAG (op, FLAG_FREED))
1276 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343
1344 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work
1347 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y);
1349 x = op->x;
1350 y = op->y;
1351
1352 /* this has to be done after we translate the coordinates.
1353 */
1354 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp))
1357 {
1358 op->nrof += tmp->nrof;
1359 remove_ob (tmp);
1360 free_object (tmp);
1361 }
1362
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365
1366 if (!QUERY_FLAG (op, FLAG_ALIVE))
1367 CLEAR_FLAG (op, FLAG_NO_STEAL);
1368
1369 if (flag & INS_BELOW_ORIGINATOR)
1370 {
1371 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1372 {
1373 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374 abort ();
1375 }
1376
1377 op->above = originator;
1378 op->below = originator->below;
1379
1380 if (op->below)
1381 op->below->above = op;
1382 else
1383 SET_MAP_OB (op->map, op->x, op->y, op);
1384
1385 /* since *below* originator, no need to update top */
1386 originator->below = op;
1387 }
1388 else
1389 {
1390 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392 {
1393 object *last = NULL;
1394
1395 /*
1396 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if
1399 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1400 * floor, we want to insert above that and no further.
1401 * Also, if there are spell objects on this space, we stop processing
1402 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects.
1406 */
1407
1408 while (top != NULL)
1409 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top;
1412
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1414 {
1415 /* We insert above top, so we want this object below this */
1416 top = top->below;
1417 break;
1418 }
1419
1420 last = top;
1421 top = top->above;
1422 }
1423
1424 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last;
1426
1427 /* We let update_position deal with figuring out what the space
1428 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result.
1430 */
1431
1432 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66
1434 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd.
1437 */
1438 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 {
1441 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break;
1444 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we
1447 * set top to the object below us.
1448 */
1449 if (last && last->below && last != floor)
1450 top = last->below;
1451 }
1452 } /* If objects on this space */
1453
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor;
1459
1460 /* Top is the object that our object (op) is going to get inserted above.
1461 */
1462
1463 /* First object on this space */
1464 if (!top)
1465 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op);
1473 }
1474 else
1475 { /* get inserted into the stack above top */
1476 op->above = top->above;
1477
1478 if (op->above)
1479 op->above->below = op;
1480
1481 op->below = top;
1482 top->above = op;
1483 }
1484
1485 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op);
1487 } /* else not INS_BELOW_ORIGINATOR */
1488
1489 if (op->type == PLAYER)
1490 op->contr->do_los = 1;
1491
1492 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there.
1494 */
1495 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1;
1499
1500 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient.
1508 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y);
1511
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT);
1514
1515 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this.
1517 *
1518 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object().
1522 */
1523
1524 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 {
1527 if (check_move_on (op, originator))
1348 return NULL; 1528 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 1529
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 1530 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1531 * walk on's.
1562 */ 1532 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1534 if (check_move_on (tmp, originator))
1565 return NULL; 1535 return NULL;
1566 } 1536 }
1537
1567 return op; 1538 return op;
1568} 1539}
1569 1540
1570/* this function inserts an object in the map, but if it 1541/* 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. 1542 * 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. 1543 * op is the object to insert it under: supplies x and the map.
1573 */ 1544 */
1545void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1546replace_insert_ob_in_map (const char *arch_string, object *op)
1547{
1575 object *tmp; 1548 object *
1576 object *tmp1; 1549 tmp;
1550 object *
1551 tmp1;
1577 1552
1578 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1579 1554
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 {
1582 remove_ob(tmp); 1559 remove_ob (tmp);
1583 free_object(tmp); 1560 free_object (tmp);
1584 } 1561 }
1585 } 1562 }
1586 1563
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1564 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1565
1589 1566 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1567 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1568 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1569}
1593 1570
1594/* 1571/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1572 * 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 1573 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1574 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1575 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1576 * global static errmsg array.
1600 */ 1577 */
1601 1578
1579object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1580get_split_ob (object *orig_ob, uint32 nr)
1603 object *newob; 1581{
1582 object *
1583 newob;
1584 int
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1586
1606 if(orig_ob->nrof<nr) { 1587 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1588 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1590 return NULL;
1610 } 1591 }
1592
1611 newob = object_create_clone(orig_ob); 1593 newob = object_create_clone (orig_ob);
1594
1612 if((orig_ob->nrof-=nr)<1) { 1595 if ((orig_ob->nrof -= nr) < 1)
1596 {
1613 if ( ! is_removed) 1597 if (!is_removed)
1614 remove_ob(orig_ob); 1598 remove_ob (orig_ob);
1615 free_object2(orig_ob, 1); 1599 free_object2 (orig_ob, 1);
1616 } 1600 }
1617 else if ( ! is_removed) { 1601 else if (!is_removed)
1602 {
1618 if(orig_ob->env!=NULL) 1603 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1607 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"); 1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1609 return NULL;
1625 } 1610 }
1626 } 1611 }
1612
1627 newob->nrof=nr; 1613 newob->nrof = nr;
1628 1614
1629 return newob; 1615 return newob;
1630} 1616}
1631 1617
1632/* 1618/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1619 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1620 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1621 * is subsequently removed and freed.
1636 * 1622 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1623 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1624 */
1639 1625
1626object *
1640object *decrease_ob_nr (object *op, uint32 i) 1627decrease_ob_nr (object *op, uint32 i)
1641{ 1628{
1642 object *tmp; 1629 object *tmp;
1643 player *pl; 1630 player *pl;
1644 1631
1645 if (i == 0) /* objects with op->nrof require this check */ 1632 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1633 return op;
1647 1634
1648 if (i > op->nrof) 1635 if (i > op->nrof)
1649 i = op->nrof; 1636 i = op->nrof;
1650 1637
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op);
1675 op->nrof = 0;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1652 { 1681 }
1682 else
1683 {
1684 object *above = op->above;
1685
1686 if (i < op->nrof)
1653 op->nrof -= i; 1687 op->nrof -= i;
1654 } 1688 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 } 1689 {
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); 1690 remove_ob (op);
1682 op->nrof = 0; 1691 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1692 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1693
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 */ 1694 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1696 if (tmp->type == PLAYER)
1697 {
1701 if (op->nrof) 1698 if (op->nrof)
1702 esrv_send_item(tmp, op); 1699 esrv_send_item (tmp, op);
1703 else 1700 else
1704 esrv_del_item(tmp->contr, op->count); 1701 esrv_del_item (tmp->contr, op->count);
1705 } 1702 }
1706 } 1703 }
1707 1704
1708 if (op->nrof) { 1705 if (op->nrof)
1709 return op; 1706 return op;
1710 } else { 1707 else
1708 {
1711 free_object (op); 1709 free_object (op);
1712 return NULL; 1710 return NULL;
1713 } 1711 }
1714} 1712}
1715 1713
1716/* 1714/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1715 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1716 * and also updates how much the environment(s) is/are carrying.
1719 */ 1717 */
1720 1718
1719void
1721void add_weight (object *op, signed long weight) { 1720add_weight (object *op, signed long weight)
1721{
1722 while (op!=NULL) { 1722 while (op != NULL)
1723 {
1723 if (op->type == CONTAINER) { 1724 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1726
1726 op->carrying+=weight; 1727 op->carrying += weight;
1727 op=op->env; 1728 op = op->env;
1728 } 1729 }
1729} 1730}
1730 1731
1731/* 1732/*
1732 * insert_ob_in_ob(op,environment): 1733 * insert_ob_in_ob(op,environment):
1733 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1740 * 1741 *
1741 * The function returns now pointer to inserted item, and return value can 1742 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1743 * be != op, if items are merged. -Tero
1743 */ 1744 */
1744 1745
1746object *
1745object *insert_ob_in_ob(object *op,object *where) { 1747insert_ob_in_ob (object *op, object *where)
1746 object *tmp, *otmp; 1748{
1749 object *
1750 tmp, *
1751 otmp;
1747 1752
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1754 {
1755 char *dump = dump_object (op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1751 return op; 1758 return op;
1752 } 1759 }
1760
1753 if(where==NULL) { 1761 if (where == NULL)
1754 dump_object(op); 1762 {
1763 char *dump = dump_object (op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump);
1756 return op; 1766 return op;
1757 } 1767 }
1768
1758 if (where->head) { 1769 if (where->head)
1759 LOG(llevDebug, 1770 {
1760 "Warning: Tried to insert object wrong part of multipart object.\n"); 1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head; 1772 where = where->head;
1762 } 1773 }
1774
1763 if (op->more) { 1775 if (op->more)
1776 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1778 return op;
1767 } 1779 }
1780
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1782 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1783 if (op->nrof)
1784 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1786 if (CAN_MERGE (tmp, op))
1787 {
1773 /* return the original object and remove inserted object 1788 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1789 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1790 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1791 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1792 * tmp->nrof, we need to increase the weight.
1778 */ 1793 */
1779 add_weight (where, op->weight*op->nrof); 1794 add_weight (where, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1795 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1796 free_object (op); /* free the inserted object */
1782 op = tmp; 1797 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1798 remove_ob (op); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1799 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1800 break;
1786 } 1801 }
1787 1802
1788 /* I assume combined objects have no inventory 1803 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1804 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1805 * (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 1806 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1807 * the linking below
1793 */ 1808 */
1794 add_weight (where, op->weight*op->nrof); 1809 add_weight (where, op->weight * op->nrof);
1810 }
1795 } else 1811 else
1796 add_weight (where, (op->weight+op->carrying)); 1812 add_weight (where, (op->weight + op->carrying));
1797 1813
1798 otmp=is_player_inv(where); 1814 otmp = is_player_inv (where);
1799 if (otmp&&otmp->contr!=NULL) { 1815 if (otmp && otmp->contr != NULL)
1816 {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1818 fix_player (otmp);
1802 } 1819 }
1803 1820
1804 op->map=NULL; 1821 op->map = NULL;
1805 op->env=where; 1822 op->env = where;
1806 op->above=NULL; 1823 op->above = NULL;
1807 op->below=NULL; 1824 op->below = NULL;
1808 op->x=0,op->y=0; 1825 op->x = 0, op->y = 0;
1809 1826
1810 /* reset the light list and los of the players on the map */ 1827 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1828 if ((op->glow_radius != 0) && where->map)
1812 { 1829 {
1813#ifdef DEBUG_LIGHTS 1830#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1834 update_all_los (where->map, where->x, where->y);
1818 } 1835 }
1819 1836
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1837 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1838 * It sure simplifies this function...
1822 */ 1839 */
1823 if (where->inv==NULL) 1840 if (where->inv == NULL)
1824 where->inv=op; 1841 where->inv = op;
1825 else { 1842 else
1843 {
1826 op->below = where->inv; 1844 op->below = where->inv;
1827 op->below->above = op; 1845 op->below->above = op;
1828 where->inv = op; 1846 where->inv = op;
1829 } 1847 }
1830 return op; 1848 return op;
1831} 1849}
1832 1850
1833/* 1851/*
1834 * Checks if any objects has a move_type that matches objects 1852 * 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 1867 * 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 1868 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1869 * on top.
1852 */ 1870 */
1853 1871
1872int
1854int check_move_on (object *op, object *originator) 1873check_move_on (object *op, object *originator)
1855{ 1874{
1856 object *tmp; 1875 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1876 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1877 int x = op->x, y = op->y;
1878
1860 MoveType move_on, move_slow, move_block; 1879 MoveType move_on, move_slow, move_block;
1861 1880
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1881 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1882 return 0;
1864 1883
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1884 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); 1885 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); 1886 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1887
1871 /* if nothing on this space will slow op down or be applied, 1888 /* 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 1889 * 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 1890 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1891 * as walking.
1875 */ 1892 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1893 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1894 return 0;
1878 1895
1879 /* This is basically inverse logic of that below - basically, 1896 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1897 * 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 1898 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1899 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1900 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1901 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; 1902 return 0;
1886 1903
1887 /* The objects have to be checked from top to bottom. 1904 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1905 * Hence, we first go to the top:
1889 */ 1906 */
1890 1907
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1908 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) { 1909 {
1893 /* Trim the search when we find the first other spell effect 1910 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1911 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1912 * we don't need to check all of them.
1896 */ 1913 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1914 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1915 break;
1916 }
1917
1918 for (; tmp; tmp = tmp->below)
1898 } 1919 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1920 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1921 continue; /* Can't apply yourself */
1901 1922
1902 /* Check to see if one of the movement types should be slowed down. 1923 /* 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 1924 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1925 * (~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 1926 * 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. 1927 * swim on that space, can't use it to avoid the penalty.
1907 */ 1928 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1929 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1930 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1931 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)) { 1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 {
1912 1934
1913 float diff; 1935 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1936 diff = tmp->move_slow_penalty * FABS (op->speed);
1937
1916 if (op->type == PLAYER) { 1938 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1939 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))) { 1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1941 diff /= 4.0;
1920 } 1942
1921 }
1922 op->speed_left -= diff; 1943 op->speed_left -= diff;
1923 } 1944 }
1924 } 1945 }
1925 1946
1926 /* Basically same logic as above, except now for actual apply. */ 1947 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1948 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)) { 1949 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1950 {
1931 move_apply(tmp, op, originator); 1951 move_apply (tmp, op, originator);
1952
1932 if (was_destroyed (op, tag)) 1953 if (op->destroyed ())
1933 return 1; 1954 return 1;
1934 1955
1935 /* what the person/creature stepped onto has moved the object 1956 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1957 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1958 * have a feeling strange problems would result.
1938 */ 1959 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1960 if (op->map != m || op->x != x || op->y != y)
1961 return 0;
1940 } 1962 }
1941 } 1963 }
1964
1942 return 0; 1965 return 0;
1943} 1966}
1944 1967
1945/* 1968/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1969 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1970 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1971 * The first matching object is returned, or NULL if none.
1949 */ 1972 */
1950 1973
1974object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1975present_arch (const archetype *at, maptile *m, int x, int y)
1976{
1952 object *tmp; 1977 object *
1978 tmp;
1979
1953 if(m==NULL || out_of_map(m,x,y)) { 1980 if (m == NULL || out_of_map (m, x, y))
1981 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1982 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1983 return NULL;
1956 } 1984 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1986 if (tmp->arch == at)
1959 return tmp; 1987 return tmp;
1960 return NULL; 1988 return NULL;
1961} 1989}
1962 1990
1963/* 1991/*
1964 * present(type, map, x, y) searches for any objects with 1992 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1993 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1994 * The first matching object is returned, or NULL if none.
1967 */ 1995 */
1968 1996
1997object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1998present (unsigned char type, maptile *m, int x, int y)
1999{
1970 object *tmp; 2000 object *
2001 tmp;
2002
1971 if(out_of_map(m,x,y)) { 2003 if (out_of_map (m, x, y))
2004 {
1972 LOG(llevError,"Present called outside map.\n"); 2005 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 2006 return NULL;
1974 } 2007 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 2009 if (tmp->type == type)
1977 return tmp; 2010 return tmp;
1978 return NULL; 2011 return NULL;
1979} 2012}
1980 2013
1981/* 2014/*
1982 * present_in_ob(type, object) searches for any objects with 2015 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 2016 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1985 */ 2018 */
1986 2019
2020object *
1987object *present_in_ob(unsigned char type, const object *op) { 2021present_in_ob (unsigned char type, const object *op)
2022{
1988 object *tmp; 2023 object *
2024 tmp;
2025
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 2027 if (tmp->type == type)
1991 return tmp; 2028 return tmp;
1992 return NULL; 2029 return NULL;
1993} 2030}
1994 2031
1995/* 2032/*
2005 * the object name, not the archetype name. this is so that the 2042 * 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 2043 * spell code can use one object type (force), but change it's name
2007 * to be unique. 2044 * to be unique.
2008 */ 2045 */
2009 2046
2047object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 2048present_in_ob_by_name (int type, const char *str, const object *op)
2049{
2011 object *tmp; 2050 object *
2051 tmp;
2012 2052
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2054 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2056 return tmp;
2016 } 2057 }
2017 return NULL; 2058 return NULL;
2018} 2059}
2019 2060
2020/* 2061/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2062 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2063 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2064 * The first matching object is returned, or NULL if none.
2024 */ 2065 */
2025 2066
2067object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2068present_arch_in_ob (const archetype *at, const object *op)
2069{
2027 object *tmp; 2070 object *
2071 tmp;
2072
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 2074 if (tmp->arch == at)
2030 return tmp; 2075 return tmp;
2031 return NULL; 2076 return NULL;
2032} 2077}
2033 2078
2034/* 2079/*
2035 * activate recursively a flag on an object inventory 2080 * activate recursively a flag on an object inventory
2036 */ 2081 */
2082void
2037void flag_inv(object*op, int flag){ 2083flag_inv (object *op, int flag)
2084{
2038 object *tmp; 2085 object *
2086 tmp;
2087
2039 if(op->inv) 2088 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
2041 SET_FLAG(tmp, flag); 2091 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2092 flag_inv (tmp, flag);
2043 } 2093 }
2044}/* 2094} /*
2045 * desactivate recursively a flag on an object inventory 2095 * desactivate recursively a flag on an object inventory
2046 */ 2096 */
2097void
2047void unflag_inv(object*op, int flag){ 2098unflag_inv (object *op, int flag)
2099{
2048 object *tmp; 2100 object *
2101 tmp;
2102
2049 if(op->inv) 2103 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 {
2051 CLEAR_FLAG(tmp, flag); 2106 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2107 unflag_inv (tmp, flag);
2053 } 2108 }
2054} 2109}
2055 2110
2056/* 2111/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 2113 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 2114 * 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. 2115 * him/her-self and all object carried by a call to this function.
2061 */ 2116 */
2062 2117
2118void
2063void set_cheat(object *op) { 2119set_cheat (object *op)
2120{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2121 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2122 flag_inv (op, FLAG_WAS_WIZ);
2066} 2123}
2067 2124
2068/* 2125/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2126 * 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 2127 * 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 2142 * 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 2143 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2144 * customized, changed states, etc.
2088 */ 2145 */
2089 2146
2147int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{
2150 int
2151 i,
2091 int i,index=0, flag; 2152 index = 0, flag;
2153 static int
2092 static int altern[SIZEOFFREE]; 2154 altern[SIZEOFFREE];
2093 2155
2094 for(i=start;i<stop;i++) { 2156 for (i = start; i < stop; i++)
2157 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2159 if (!flag)
2097 altern[index++]=i; 2160 altern[index++] = i;
2098 2161
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2162 /* 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. 2163 * 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 - 2164 * 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 2165 * 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 2166 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2167 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2168 * won't look 2 spaces south of the target space.
2106 */ 2169 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2171 stop = maxfree[i];
2109 } 2172 }
2110 if(!index) return -1; 2173 if (!index)
2174 return -1;
2111 return altern[RANDOM()%index]; 2175 return altern[RANDOM () % index];
2112} 2176}
2113 2177
2114/* 2178/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2179 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2180 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2181 * 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. 2182 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2183 */
2120 2184
2185int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2186find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{
2188 int
2122 int i; 2189 i;
2190
2123 for(i=0;i<SIZEOFFREE;i++) { 2191 for (i = 0; i < SIZEOFFREE; i++)
2192 {
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2194 return i;
2126 } 2195 }
2127 return -1; 2196 return -1;
2128} 2197}
2129 2198
2130/* 2199/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2200 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2201 * arr[begin..end-1].
2133 */ 2202 */
2203static void
2134static void permute(int *arr, int begin, int end) 2204permute (int *arr, int begin, int end)
2135{ 2205{
2136 int i, j, tmp, len; 2206 int
2207 i,
2208 j,
2209 tmp,
2210 len;
2137 2211
2138 len = end-begin; 2212 len = end - begin;
2139 for(i = begin; i < end; i++) 2213 for (i = begin; i < end; i++)
2140 { 2214 {
2141 j = begin+RANDOM()%len; 2215 j = begin + RANDOM () % len;
2142 2216
2143 tmp = arr[i]; 2217 tmp = arr[i];
2144 arr[i] = arr[j]; 2218 arr[i] = arr[j];
2145 arr[j] = tmp; 2219 arr[j] = tmp;
2146 } 2220 }
2147} 2221}
2148 2222
2149/* new function to make monster searching more efficient, and effective! 2223/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2224 * 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 2225 * 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 2226 * 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 2227 * 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. 2228 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2229 */
2230void
2156void get_search_arr(int *search_arr) 2231get_search_arr (int *search_arr)
2157{ 2232{
2233 int
2158 int i; 2234 i;
2159 2235
2160 for(i = 0; i < SIZEOFFREE; i++) 2236 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2237 {
2162 search_arr[i] = i; 2238 search_arr[i] = i;
2163 } 2239 }
2164 2240
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2241 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2244}
2169 2245
2170/* 2246/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2247 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2248 * given map at the given coordinates for live objects.
2178 * is actually want is going to try and move there. We need this info 2254 * 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 2255 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2256 * there is capable of.
2181 */ 2257 */
2182 2258
2259int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2260find_dir (maptile *m, int x, int y, object *exclude)
2261{
2262 int
2263 i,
2184 int i,max=SIZEOFFREE, mflags; 2264 max = SIZEOFFREE, mflags;
2265
2185 sint16 nx, ny; 2266 sint16 nx, ny;
2186 object *tmp; 2267 object *
2187 mapstruct *mp; 2268 tmp;
2269 maptile *
2270 mp;
2271
2188 MoveType blocked, move_type; 2272 MoveType blocked, move_type;
2189 2273
2190 if (exclude && exclude->head) { 2274 if (exclude && exclude->head)
2275 {
2191 exclude = exclude->head; 2276 exclude = exclude->head;
2192 move_type = exclude->move_type; 2277 move_type = exclude->move_type;
2193 } else { 2278 }
2279 else
2280 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2281 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2282 move_type = MOVE_ALL;
2283 }
2284
2285 for (i = 1; i < max; i++)
2196 } 2286 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2287 mp = m;
2200 nx = x + freearr_x[i]; 2288 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2289 ny = y + freearr_y[i];
2202 2290
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2204 if (mflags & P_OUT_OF_MAP) { 2292 if (mflags & P_OUT_OF_MAP)
2293 {
2205 max = maxfree[i]; 2294 max = maxfree[i];
2295 }
2206 } else { 2296 else
2297 {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2208 2299
2209 if ((move_type & blocked) == move_type) { 2300 if ((move_type & blocked) == move_type)
2301 {
2210 max=maxfree[i]; 2302 max = maxfree[i];
2303 }
2211 } else if (mflags & P_IS_ALIVE) { 2304 else if (mflags & P_IS_ALIVE)
2305 {
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2307 {
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2215 break; 2310 break;
2216 } 2311 }
2217 } 2312 }
2218 if(tmp) { 2313 if (tmp)
2314 {
2219 return freedir[i]; 2315 return freedir[i];
2220 } 2316 }
2221 } 2317 }
2222 } 2318 }
2223 } 2319 }
2224 return 0; 2320 return 0;
2225} 2321}
2226 2322
2227/* 2323/*
2228 * distance(object 1, object 2) will return the square of the 2324 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2325 * distance between the two given objects.
2230 */ 2326 */
2231 2327
2328int
2232int distance(const object *ob1, const object *ob2) { 2329distance (const object *ob1, const object *ob2)
2330{
2233 int i; 2331 int
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2332 i;
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2236 return i; 2335 return i;
2237} 2336}
2238 2337
2239/* 2338/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2339 * 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 2340 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2341 * object, needs to travel toward it.
2243 */ 2342 */
2244 2343
2344int
2245int find_dir_2(int x, int y) { 2345find_dir_2 (int x, int y)
2346{
2246 int q; 2347 int
2348 q;
2247 2349
2248 if(y) 2350 if (y)
2249 q=x*100/y; 2351 q = x * 100 / y;
2250 else if (x) 2352 else if (x)
2251 q= -300*x; 2353 q = -300 * x;
2252 else 2354 else
2253 return 0; 2355 return 0;
2254 2356
2255 if(y>0) { 2357 if (y > 0)
2358 {
2256 if(q < -242) 2359 if (q < -242)
2257 return 3 ; 2360 return 3;
2258 if (q < -41) 2361 if (q < -41)
2259 return 2 ; 2362 return 2;
2260 if (q < 41) 2363 if (q < 41)
2261 return 1 ; 2364 return 1;
2262 if (q < 242) 2365 if (q < 242)
2263 return 8 ; 2366 return 8;
2264 return 7 ; 2367 return 7;
2265 } 2368 }
2266 2369
2267 if (q < -242) 2370 if (q < -242)
2268 return 7 ; 2371 return 7;
2269 if (q < -41) 2372 if (q < -41)
2270 return 6 ; 2373 return 6;
2271 if (q < 41) 2374 if (q < 41)
2272 return 5 ; 2375 return 5;
2273 if (q < 242) 2376 if (q < 242)
2274 return 4 ; 2377 return 4;
2275 2378
2276 return 3 ; 2379 return 3;
2277} 2380}
2278 2381
2279/* 2382/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2383 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2384 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2385 * "overflow" in previous calculations of a direction).
2283 */ 2386 */
2284 2387
2388int
2285int absdir(int d) { 2389absdir (int d)
2286 while(d<1) d+=8; 2390{
2287 while(d>8) d-=8; 2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2288 return d; 2395 return d;
2289} 2396}
2290 2397
2291/* 2398/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2400 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2401 */
2295 2402
2403int
2296int dirdiff(int dir1, int dir2) { 2404dirdiff (int dir1, int dir2)
2405{
2297 int d; 2406 int
2407 d;
2408
2298 d = abs(dir1 - dir2); 2409 d = abs (dir1 - dir2);
2299 if(d>4) 2410 if (d > 4)
2300 d = 8 - d; 2411 d = 8 - d;
2301 return d; 2412 return d;
2302} 2413}
2303 2414
2304/* peterm: 2415/* peterm:
2309 * direction 4, 14, or 16 to get back to where we are. 2420 * 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 2421 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2422 * functions.
2312 */ 2423 */
2313 2424
2425int
2314int reduction_dir[SIZEOFFREE][3] = { 2426 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2427 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2428 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2429 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2430 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2431 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2432 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2433 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2434 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2435 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2436 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2437 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2438 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2439 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2440 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2441 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2442 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2443 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2444 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2445 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2446 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2447 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2448 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2449 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2450 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2451 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2452 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2453 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2454 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2455 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2456 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2457 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2458 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2459 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2460 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2461 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2462 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2463 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2464 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2465 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2466 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2467 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2468 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2469 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2470 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2471 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2472 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2473 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2474 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2475 {24, 9, -1}
2476}; /* 48 */
2364 2477
2365/* Recursive routine to step back and see if we can 2478/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2479 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2480 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2481 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2482 * Modified to be map tile aware -.MSW
2370 */ 2483 */
2371
2372 2484
2485
2486int
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2487can_see_monsterP (maptile *m, int x, int y, int dir)
2488{
2374 sint16 dx, dy; 2489 sint16 dx, dy;
2490 int
2375 int mflags; 2491 mflags;
2376 2492
2493 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2494 return 0; /* exit condition: invalid direction */
2378 2495
2379 dx = x + freearr_x[dir]; 2496 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2497 dy = y + freearr_y[dir];
2381 2498
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2499 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2500
2384 /* This functional arguably was incorrect before - it was 2501 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2502 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2503 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2504 * 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 2505 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2506 * at least its move type.
2390 */ 2507 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2508 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2509 return 0;
2392 2510
2393 /* yes, can see. */ 2511 /* yes, can see. */
2394 if(dir < 9) return 1; 2512 if (dir < 9)
2513 return 1;
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2515 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} 2516}
2399 2517
2400 2518
2401 2519
2402/* 2520/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2521 * 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 2522 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2523 * picked up, otherwise 0.
2406 * 2524 *
2408 * core dumps if they do. 2526 * core dumps if they do.
2409 * 2527 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2528 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2529 */
2412 2530
2531int
2413int can_pick(const object *who, const object *item) { 2532can_pick (const object *who, const object *item)
2533{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2536 !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} 2537}
2419 2538
2420 2539
2421/* 2540/*
2422 * create clone from object to another 2541 * create clone from object to another
2423 */ 2542 */
2543object *
2424object *object_create_clone (object *asrc) { 2544object_create_clone (object *asrc)
2545{
2546 object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2547 dst = NULL, *tmp, *src, *part, *prev, *item;
2426 2548
2549 if (!asrc)
2427 if(!asrc) return NULL; 2550 return NULL;
2428 src = asrc; 2551 src = asrc;
2429 if(src->head) 2552 if (src->head)
2430 src = src->head; 2553 src = src->head;
2431 2554
2432 prev = NULL; 2555 prev = NULL;
2433 for(part = src; part; part = part->more) { 2556 for (part = src; part; part = part->more)
2557 {
2434 tmp = get_object(); 2558 tmp = get_object ();
2435 copy_object(part,tmp); 2559 copy_object (part, tmp);
2436 tmp->x -= src->x; 2560 tmp->x -= src->x;
2437 tmp->y -= src->y; 2561 tmp->y -= src->y;
2438 if(!part->head) { 2562 if (!part->head)
2563 {
2439 dst = tmp; 2564 dst = tmp;
2440 tmp->head = NULL; 2565 tmp->head = NULL;
2566 }
2441 } else { 2567 else
2568 {
2442 tmp->head = dst; 2569 tmp->head = dst;
2443 } 2570 }
2444 tmp->more = NULL; 2571 tmp->more = NULL;
2445 if(prev) 2572 if (prev)
2446 prev->more = tmp; 2573 prev->more = tmp;
2447 prev = tmp; 2574 prev = tmp;
2448 } 2575 }
2449 /*** copy inventory ***/ 2576
2450 for(item = src->inv; item; item = item->below) { 2577 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2578 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2579
2454 return dst; 2580 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} 2581}
2464 2582
2465/* GROS - Creates an object using a string representing its content. */ 2583/* 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 */ 2584/* 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, */ 2585/* 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. */ 2586/* 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. */ 2587/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2588/* Also remember that multiparts objects are not supported for now. */
2471 2589
2590object *
2472object* load_object_str(const char *obstr) 2591load_object_str (const char *obstr)
2473{ 2592{
2474 object *op; 2593 object *op;
2475 char filename[MAX_BUF]; 2594 char filename[MAX_BUF];
2595
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2597
2478 FILE *tempfile=fopen(filename,"w"); 2598 FILE *tempfile = fopen (filename, "w");
2599
2479 if (tempfile == NULL) 2600 if (tempfile == NULL)
2480 { 2601 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2603 return NULL;
2483 }; 2604 }
2605
2484 fprintf(tempfile,obstr); 2606 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2607 fclose (tempfile);
2486 2608
2487 op=get_object(); 2609 op = get_object ();
2488 2610
2489 object_thawer thawer (filename); 2611 object_thawer thawer (filename);
2612
2490 if (thawer) 2613 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2614 load_object (thawer, op, 0);
2615
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2617 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2618
2495 return op; 2619 return op;
2496} 2620}
2497 2621
2498/* This returns the first object in who's inventory that 2622/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2623 * has the same type and subtype match.
2500 * returns NULL if no match. 2624 * returns NULL if no match.
2501 */ 2625 */
2626object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2627find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2628{
2504 object *tmp; 2629 object *tmp;
2505 2630
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2631 for (tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2632 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp;
2508 2634
2509 return NULL; 2635 return NULL;
2510} 2636}
2511 2637
2512/* If ob has a field named key, return the link from the list, 2638/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2639 * otherwise return NULL.
2514 * 2640 *
2515 * key must be a passed in shared string - otherwise, this won't 2641 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2642 * do the desired thing.
2517 */ 2643 */
2644key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2645get_ob_key_link (const object *ob, const char *key)
2646{
2519 key_value * link; 2647 key_value *link;
2520 2648
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2649 for (link = ob->key_values; link != NULL; link = link->next)
2522 if (link->key == key) { 2650 if (link->key == key)
2523 return link; 2651 return link;
2524 } 2652
2525 }
2526
2527 return NULL; 2653 return NULL;
2528} 2654}
2529 2655
2530/* 2656/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2657 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2658 *
2533 * The argument doesn't need to be a shared string. 2659 * The argument doesn't need to be a shared string.
2534 * 2660 *
2535 * The returned string is shared. 2661 * The returned string is shared.
2536 */ 2662 */
2663const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2664get_ob_key_value (const object *op, const char *const key)
2665{
2538 key_value * link; 2666 key_value *link;
2539 const char * canonical_key; 2667 shstr_cmp canonical_key (key);
2668
2669 if (!canonical_key)
2540 2670 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2671 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2672 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2673 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2674 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2675 */
2549 return NULL; 2676 return 0;
2550 } 2677 }
2551 2678
2552 /* This is copied from get_ob_key_link() above - 2679 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2680 * only 4 lines, and saves the function call overhead.
2554 */ 2681 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2682 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2683 if (link->key == canonical_key)
2557 return link->value; 2684 return link->value;
2558 } 2685
2559 } 2686 return 0;
2560 return NULL;
2561} 2687}
2562 2688
2563 2689
2564/* 2690/*
2565 * Updates the canonical_key in op to value. 2691 * 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 2695 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2696 * keys.
2571 * 2697 *
2572 * Returns TRUE on success. 2698 * Returns TRUE on success.
2573 */ 2699 */
2700int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{
2703 key_value *
2575 key_value * field = NULL, *last=NULL; 2704 field = NULL, *last = NULL;
2576 2705
2577 for (field=op->key_values; field != NULL; field=field->next) { 2706 for (field = op->key_values; field != NULL; field = field->next)
2707 {
2578 if (field->key != canonical_key) { 2708 if (field->key != canonical_key)
2709 {
2579 last = field; 2710 last = field;
2580 continue; 2711 continue;
2581 } 2712 }
2582 2713
2583 if (value) 2714 if (value)
2584 field->value = value; 2715 field->value = value;
2585 else { 2716 else
2717 {
2586 /* Basically, if the archetype has this key set, 2718 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2719 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2720 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2721 * we get this value back again.
2590 */ 2722 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2723 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2724 field->value = 0;
2725 else
2726 {
2727 if (last)
2728 last->next = field->next;
2593 else 2729 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2730 op->key_values = field->next;
2597 2731
2598 delete field; 2732 delete field;
2599 } 2733 }
2600 } 2734 }
2601 return TRUE; 2735 return TRUE;
2602 } 2736 }
2603 /* IF we get here, key doesn't exist */ 2737 /* IF we get here, key doesn't exist */
2604 2738
2605 /* No field, we'll have to add it. */ 2739 /* No field, we'll have to add it. */
2740
2741 if (!add_key)
2606 2742 {
2607 if (!add_key) {
2608 return FALSE; 2743 return FALSE;
2609 } 2744 }
2610 /* There isn't any good reason to store a null 2745 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2746 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2747 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2748 * be here. If user wants to store empty strings,
2614 * should pass in "" 2749 * should pass in ""
2615 */ 2750 */
2616 if (value == NULL) return TRUE; 2751 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; 2752 return TRUE;
2753
2754 field = new key_value;
2755
2756 field->key = canonical_key;
2757 field->value = value;
2758 /* Usual prepend-addition. */
2759 field->next = op->key_values;
2760 op->key_values = field;
2761
2762 return TRUE;
2627} 2763}
2628 2764
2629/* 2765/*
2630 * Updates the key in op to value. 2766 * Updates the key in op to value.
2631 * 2767 *
2633 * and not add new ones. 2769 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2770 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2771 *
2636 * Returns TRUE on success. 2772 * Returns TRUE on success.
2637 */ 2773 */
2774int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2775set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2776{
2640 shstr key_ (key); 2777 shstr key_ (key);
2778
2641 return set_ob_key_value_s (op, key_, value, add_key); 2779 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2780}
2781
2782object::depth_iterator::depth_iterator (object *container)
2783: iterator_base (container)
2784{
2785 while (item->inv)
2786 item = item->inv;
2787}
2788
2789void
2790object::depth_iterator::next ()
2791{
2792 if (item->below)
2793 {
2794 item = item->below;
2795
2796 while (item->inv)
2797 item = item->inv;
2798 }
2799 else
2800 item = item->env;
2801}
2802
2803// return a suitable string describing an objetc in enough detail to find it
2804const char *
2805object::debug_desc (char *info) const
2806{
2807 char info2[256 * 3];
2808 char *p = info;
2809
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2811 count,
2812 &name,
2813 title ? " " : "",
2814 title ? (const char *)title : "");
2815
2816 if (env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818
2819 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2821
2822 return info;
2823}
2824
2825const char *
2826object::debug_desc () const
2827{
2828 static char info[256 * 3];
2829 return debug_desc (info);
2830}
2831

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