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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.55 by root, Sun Dec 3 00:41:33 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 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 {
930 freed_map = get_empty_map (3, 3);
931 freed_map->name = "freed objects map";
932 allocate_map (freed_map);
959 } 933 }
960 if(ob->more!=NULL) { 934
961 free_object2(ob->more, free_inventory); 935 map = freed_map;
962 ob->more=NULL; 936 x = 1;
937 y = 1;
938 }
939
940 if (more)
963 } 941 {
964 if (ob->inv) { 942 more->destroy (destroy_inventory);
943 more = 0;
944 }
945
946 if (inv)
947 {
965 /* Only if the space blocks everything do we not process - 948 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 949 * if some form of movement is allowed, let objects
967 * drop on that space. 950 * drop on that space.
968 */ 951 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 952 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)) 953 {
954 object *op = inv;
955
956 while (op)
971 { 957 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 958 object *tmp = op->below;
975 remove_ob(op); 959 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 960 op = tmp;
978 } 961 }
979 } 962 }
963 else
980 else { /* Put objects in inventory onto this space */ 964 { /* Put objects in inventory onto this space */
981 op=ob->inv; 965 object *op = inv;
966
982 while(op!=NULL) { 967 while (op)
968 {
983 tmp=op->below; 969 object *tmp = op->below;
970
984 remove_ob(op); 971 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 972
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 975 free_object (op);
988 else { 976 else
977 {
989 op->x=ob->x; 978 op->x = x;
990 op->y=ob->y; 979 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 981 }
982
993 op=tmp; 983 op = tmp;
994 } 984 }
995 } 985 }
996 } 986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
997 /* Remove object from the active list */ 996 /* Remove object from the active list */
998 ob->speed = 0; 997 speed = 0;
999 update_ob_speed(ob); 998 update_ob_speed (this);
1000 999
1001 SET_FLAG(ob, FLAG_FREED); 1000 unlink ();
1002 ob->count = 0;
1003 1001
1004 /* Remove this object from the list of used objects */ 1002 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} 1003}
1077 1004
1078/* 1005/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
1081 */ 1008 */
1082 1009
1010void
1083void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
1084 while (op != NULL) { 1013 while (op != NULL)
1014 {
1085 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1017
1088 op->carrying-=weight; 1018 op->carrying -= weight;
1089 op = op->env; 1019 op = op->env;
1090 } 1020 }
1091} 1021}
1092 1022
1093/* remove_ob(op): 1023/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1024 * 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 1025 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1028 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
1100 */ 1030 */
1101 1031
1032void
1102void remove_ob(object *op) { 1033remove_ob (object *op)
1034{
1103 object *tmp,*last=NULL; 1035 object *tmp, *last = 0;
1104 object *otmp; 1036 object *otmp;
1105 tag_t tag; 1037
1106 int check_walk_off; 1038 int check_walk_off;
1107 mapstruct *m; 1039 maptile *m;
1040
1108 sint16 x,y; 1041 sint16 x, y;
1109
1110 1042
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1112 dump_object(op); 1044 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1045
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); 1046 SET_FLAG (op, FLAG_REMOVED);
1131 1047
1048 if (op->more != NULL)
1049 remove_ob (op->more);
1050
1132 /* 1051 /*
1133 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1134 * inventory. 1053 * inventory.
1135 */ 1054 */
1136 if(op->env!=NULL) { 1055 if (op->env != NULL)
1056 {
1137 if(op->nrof) 1057 if (op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1058 sub_weight (op->env, op->weight * op->nrof);
1139 else 1059 else
1140 sub_weight(op->env, op->weight+op->carrying); 1060 sub_weight (op->env, op->weight + op->carrying);
1141 1061
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1062 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1063 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1064 * to save cpu time.
1145 */ 1065 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1066 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); 1067 fix_player (otmp);
1149 1068
1150 if(op->above!=NULL) 1069 if (op->above != NULL)
1151 op->above->below=op->below; 1070 op->above->below = op->below;
1152 else 1071 else
1153 op->env->inv=op->below; 1072 op->env->inv = op->below;
1154 1073
1155 if(op->below!=NULL) 1074 if (op->below != NULL)
1156 op->below->above=op->above; 1075 op->below->above = op->above;
1157 1076
1158 /* we set up values so that it could be inserted into 1077 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1078 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1079 * to the caller to decide what we want to do.
1161 */ 1080 */
1162 op->x=op->env->x,op->y=op->env->y; 1081 op->x = op->env->x, op->y = op->env->y;
1163 op->map=op->env->map; 1082 op->map = op->env->map;
1164 op->above=NULL,op->below=NULL; 1083 op->above = NULL, op->below = NULL;
1165 op->env=NULL; 1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */
1112 if (op->above)
1113 op->above->below = op->below;
1114 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116
1117 /* Relink the object below us, if there is one */
1118 if (op->below)
1119 op->below->above = op->above;
1120 else
1121 {
1122 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is
1124 * evident
1125 */
1126 if (GET_MAP_OB (m, x, y) != op)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "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);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0;
1141 op->below = 0;
1142
1143 if (op->map->in_memory == MAP_SAVING)
1166 return; 1144 return;
1167 }
1168 1145
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); 1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 {
1225 /* No point updating the players look faces if he is the object 1150 /* No point updating the players look faces if he is the object
1226 * being removed. 1151 * being removed.
1227 */ 1152 */
1228 1153
1229 if(tmp->type==PLAYER && tmp!=op) { 1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1230 /* If a container that the player is currently using somehow gets 1156 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1157 * removed (most likely destroyed), update the player view
1232 * appropriately. 1158 * appropriately.
1233 */ 1159 */
1234 if (tmp->container==op) { 1160 if (tmp->container == op)
1161 {
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1162 CLEAR_FLAG (op, FLAG_APPLIED);
1236 tmp->container=NULL; 1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1237 } 1167 }
1238 tmp->contr->socket.update_look=1; 1168
1239 }
1240 /* See if player moving off should effect something */ 1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1171 && ((op->move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1173 {
1244 move_apply(tmp, op, NULL); 1174 move_apply (tmp, op, NULL);
1175
1245 if (was_destroyed (op, tag)) { 1176 if (op->destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1178 }
1249 }
1250 1179
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1181
1253 if(tmp->above == tmp) 1182 if (tmp->above == tmp)
1254 tmp->above = NULL; 1183 tmp->above = NULL;
1184
1255 last=tmp; 1185 last = tmp;
1256 } 1186 }
1187
1257 /* last == NULL of there are no objects on this space */ 1188 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1189 if (last == NULL)
1190 {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1192 * 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 1193 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways. 1194 * be correct anyways.
1263 */ 1195 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y); 1197 update_position (op->map, op->x, op->y);
1266 } 1198 }
1267 else 1199 else
1268 update_object(last, UP_OBJ_REMOVE); 1200 update_object (last, UP_OBJ_REMOVE);
1269 1201
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1203 update_all_los (op->map, op->x, op->y);
1272 1204 }
1273} 1205}
1274 1206
1275/* 1207/*
1276 * merge_ob(op,top): 1208 * merge_ob(op,top):
1277 * 1209 *
1278 * This function goes through all objects below and including top, and 1210 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1211 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1212 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1213 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1214 */
1283 1215object *
1284object *merge_ob(object *op, object *top) { 1216merge_ob (object *op, object *top)
1217{
1285 if(!op->nrof) 1218 if (!op->nrof)
1286 return 0; 1219 return 0;
1220
1287 if(top==NULL) 1221 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1222 for (top = op; top != NULL && top->above != NULL; top = top->above);
1223
1289 for(;top!=NULL;top=top->below) { 1224 for (; top != NULL; top = top->below)
1225 {
1290 if(top==op) 1226 if (top == op)
1291 continue; 1227 continue;
1292 if (CAN_MERGE(op,top)) 1228 if (CAN_MERGE (op, top))
1293 { 1229 {
1294 top->nrof+=op->nrof; 1230 top->nrof += op->nrof;
1231
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1233 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1234 remove_ob (op);
1298 free_object(op); 1235 free_object (op);
1299 return top; 1236 return top;
1300 } 1237 }
1301 } 1238 }
1239
1302 return NULL; 1240 return 0;
1303} 1241}
1304 1242
1305/* 1243/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1245 * job preparing multi-part monsters
1308 */ 1246 */
1247object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{
1310 object* tmp; 1250 object *tmp;
1251
1311 if (op->head) 1252 if (op->head)
1312 op=op->head; 1253 op = op->head;
1254
1313 for (tmp=op;tmp;tmp=tmp->more){ 1255 for (tmp = op; tmp; tmp = tmp->more)
1256 {
1314 tmp->x=x+tmp->arch->clone.x; 1257 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1258 tmp->y = y + tmp->arch->clone.y;
1316 } 1259 }
1260
1317 return insert_ob_in_map (op, m, originator, flag); 1261 return insert_ob_in_map (op, m, originator, flag);
1318} 1262}
1319 1263
1320/* 1264/*
1321 * insert_ob_in_map (op, map, originator, flag): 1265 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1266 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1280 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1281 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1282 * just 'op' otherwise
1339 */ 1283 */
1340 1284
1285object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1287{
1343 object *tmp, *top, *floor=NULL; 1288 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1289 sint16 x, y;
1345 1290
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1291 if (QUERY_FLAG (op, FLAG_FREED))
1292 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359
1360 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work
1363 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y);
1365 x = op->x;
1366 y = op->y;
1367
1368 /* this has to be done after we translate the coordinates.
1369 */
1370 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp))
1373 {
1374 op->nrof += tmp->nrof;
1375 remove_ob (tmp);
1376 free_object (tmp);
1377 }
1378
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381
1382 if (!QUERY_FLAG (op, FLAG_ALIVE))
1383 CLEAR_FLAG (op, FLAG_NO_STEAL);
1384
1385 if (flag & INS_BELOW_ORIGINATOR)
1386 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort ();
1391 }
1392
1393 op->above = originator;
1394 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op;
1403 }
1404 else
1405 {
1406 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1408 {
1409 object *last = NULL;
1410
1411 /*
1412 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1416 * floor, we want to insert above that and no further.
1417 * Also, if there are spell objects on this space, we stop processing
1418 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects.
1422 */
1423
1424 while (top != NULL)
1425 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top;
1428
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1430 {
1431 /* We insert above top, so we want this object below this */
1432 top = top->below;
1433 break;
1434 }
1435
1436 last = top;
1437 top = top->above;
1438 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442
1443 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result.
1446 */
1447
1448 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66
1450 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd.
1453 */
1454 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 {
1457 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break;
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor;
1475
1476 /* Top is the object that our object (op) is going to get inserted above.
1477 */
1478
1479 /* First object on this space */
1480 if (!top)
1481 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL;
1488 SET_MAP_OB (op->map, op->x, op->y, op);
1489 }
1490 else
1491 { /* get inserted into the stack above top */
1492 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = top;
1498 top->above = op;
1499 }
1500
1501 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op);
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1;
1507
1508 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there.
1510 */
1511 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515
1516 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area
1523 * of effect may be sufficient.
1524 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y);
1527
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT);
1530
1531 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this.
1533 *
1534 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object().
1538 */
1539
1540 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 {
1543 if (check_move_on (op, originator))
1348 return NULL; 1544 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 1545
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 1546 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1547 * walk on's.
1562 */ 1548 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1550 if (check_move_on (tmp, originator))
1565 return NULL; 1551 return NULL;
1566 } 1552 }
1553
1567 return op; 1554 return op;
1568} 1555}
1569 1556
1570/* this function inserts an object in the map, but if it 1557/* 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. 1558 * 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. 1559 * op is the object to insert it under: supplies x and the map.
1573 */ 1560 */
1561void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1562replace_insert_ob_in_map (const char *arch_string, object *op)
1563{
1575 object *tmp; 1564 object *
1576 object *tmp1; 1565 tmp;
1566 object *
1567 tmp1;
1577 1568
1578 /* first search for itself and remove any old instances */ 1569 /* first search for itself and remove any old instances */
1579 1570
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1572 {
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 {
1582 remove_ob(tmp); 1575 remove_ob (tmp);
1583 free_object(tmp); 1576 free_object (tmp);
1584 } 1577 }
1585 } 1578 }
1586 1579
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1580 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1581
1589 1582 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1583 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1584 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1585}
1593 1586
1594/* 1587/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1588 * 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 1589 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1590 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1591 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1592 * global static errmsg array.
1600 */ 1593 */
1601 1594
1595object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1596get_split_ob (object *orig_ob, uint32 nr)
1603 object *newob; 1597{
1598 object *
1599 newob;
1600 int
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1602
1606 if(orig_ob->nrof<nr) { 1603 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1604 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1606 return NULL;
1610 } 1607 }
1608
1611 newob = object_create_clone(orig_ob); 1609 newob = object_create_clone (orig_ob);
1610
1612 if((orig_ob->nrof-=nr)<1) { 1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1613 if ( ! is_removed) 1613 if (!is_removed)
1614 remove_ob(orig_ob); 1614 remove_ob (orig_ob);
1615 free_object2(orig_ob, 1); 1615 free_object2 (orig_ob, 1);
1616 } 1616 }
1617 else if ( ! is_removed) { 1617 else if (!is_removed)
1618 {
1618 if(orig_ob->env!=NULL) 1619 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1623 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"); 1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1625 return NULL;
1625 } 1626 }
1626 } 1627 }
1628
1627 newob->nrof=nr; 1629 newob->nrof = nr;
1628 1630
1629 return newob; 1631 return newob;
1630} 1632}
1631 1633
1632/* 1634/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1635 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1636 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1637 * is subsequently removed and freed.
1636 * 1638 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1639 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1640 */
1639 1641
1642object *
1640object *decrease_ob_nr (object *op, uint32 i) 1643decrease_ob_nr (object *op, uint32 i)
1641{ 1644{
1642 object *tmp; 1645 object *tmp;
1643 player *pl; 1646 player *pl;
1644 1647
1645 if (i == 0) /* objects with op->nrof require this check */ 1648 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1649 return op;
1647 1650
1648 if (i > op->nrof) 1651 if (i > op->nrof)
1649 i = op->nrof; 1652 i = op->nrof;
1650 1653
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1652 { 1697 }
1698 else
1699 {
1700 object *above = op->above;
1701
1702 if (i < op->nrof)
1653 op->nrof -= i; 1703 op->nrof -= i;
1654 } 1704 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 } 1705 {
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); 1706 remove_ob (op);
1682 op->nrof = 0; 1707 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1708 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1709
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 */ 1710 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1712 if (tmp->type == PLAYER)
1713 {
1701 if (op->nrof) 1714 if (op->nrof)
1702 esrv_send_item(tmp, op); 1715 esrv_send_item (tmp, op);
1703 else 1716 else
1704 esrv_del_item(tmp->contr, op->count); 1717 esrv_del_item (tmp->contr, op->count);
1705 } 1718 }
1706 } 1719 }
1707 1720
1708 if (op->nrof) { 1721 if (op->nrof)
1709 return op; 1722 return op;
1710 } else { 1723 else
1724 {
1711 free_object (op); 1725 free_object (op);
1712 return NULL; 1726 return NULL;
1713 } 1727 }
1714} 1728}
1715 1729
1716/* 1730/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1731 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1732 * and also updates how much the environment(s) is/are carrying.
1719 */ 1733 */
1720 1734
1735void
1721void add_weight (object *op, signed long weight) { 1736add_weight (object *op, signed long weight)
1737{
1722 while (op!=NULL) { 1738 while (op != NULL)
1739 {
1723 if (op->type == CONTAINER) { 1740 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1742
1726 op->carrying+=weight; 1743 op->carrying += weight;
1727 op=op->env; 1744 op = op->env;
1728 } 1745 }
1729} 1746}
1730 1747
1731/* 1748/*
1732 * insert_ob_in_ob(op,environment): 1749 * insert_ob_in_ob(op,environment):
1733 * This function inserts the object op in the linked list 1750 * This function inserts the object op in the linked list
1740 * 1757 *
1741 * The function returns now pointer to inserted item, and return value can 1758 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1759 * be != op, if items are merged. -Tero
1743 */ 1760 */
1744 1761
1762object *
1745object *insert_ob_in_ob(object *op,object *where) { 1763insert_ob_in_ob (object *op, object *where)
1746 object *tmp, *otmp; 1764{
1765 object *
1766 tmp, *
1767 otmp;
1747 1768
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1770 {
1771 char *dump = dump_object (op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1751 return op; 1774 return op;
1752 } 1775 }
1776
1753 if(where==NULL) { 1777 if (where == NULL)
1754 dump_object(op); 1778 {
1779 char *dump = dump_object (op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump);
1756 return op; 1782 return op;
1757 } 1783 }
1784
1758 if (where->head) { 1785 if (where->head)
1759 LOG(llevDebug, 1786 {
1760 "Warning: Tried to insert object wrong part of multipart object.\n"); 1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head; 1788 where = where->head;
1762 } 1789 }
1790
1763 if (op->more) { 1791 if (op->more)
1792 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1794 return op;
1767 } 1795 }
1796
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1798 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1799 if (op->nrof)
1800 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1802 if (CAN_MERGE (tmp, op))
1803 {
1773 /* return the original object and remove inserted object 1804 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1805 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1806 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1807 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1808 * tmp->nrof, we need to increase the weight.
1778 */ 1809 */
1779 add_weight (where, op->weight*op->nrof); 1810 add_weight (where, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1811 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1812 free_object (op); /* free the inserted object */
1782 op = tmp; 1813 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1814 remove_ob (op); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1815 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1816 break;
1786 } 1817 }
1787 1818
1788 /* I assume combined objects have no inventory 1819 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1820 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1821 * (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 1822 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1823 * the linking below
1793 */ 1824 */
1794 add_weight (where, op->weight*op->nrof); 1825 add_weight (where, op->weight * op->nrof);
1826 }
1795 } else 1827 else
1796 add_weight (where, (op->weight+op->carrying)); 1828 add_weight (where, (op->weight + op->carrying));
1797 1829
1798 otmp=is_player_inv(where); 1830 otmp = is_player_inv (where);
1799 if (otmp&&otmp->contr!=NULL) { 1831 if (otmp && otmp->contr != NULL)
1832 {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1834 fix_player (otmp);
1802 } 1835 }
1803 1836
1804 op->map=NULL; 1837 op->map = NULL;
1805 op->env=where; 1838 op->env = where;
1806 op->above=NULL; 1839 op->above = NULL;
1807 op->below=NULL; 1840 op->below = NULL;
1808 op->x=0,op->y=0; 1841 op->x = 0, op->y = 0;
1809 1842
1810 /* reset the light list and los of the players on the map */ 1843 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1844 if ((op->glow_radius != 0) && where->map)
1812 { 1845 {
1813#ifdef DEBUG_LIGHTS 1846#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1850 update_all_los (where->map, where->x, where->y);
1818 } 1851 }
1819 1852
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1853 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1854 * It sure simplifies this function...
1822 */ 1855 */
1823 if (where->inv==NULL) 1856 if (where->inv == NULL)
1824 where->inv=op; 1857 where->inv = op;
1825 else { 1858 else
1859 {
1826 op->below = where->inv; 1860 op->below = where->inv;
1827 op->below->above = op; 1861 op->below->above = op;
1828 where->inv = op; 1862 where->inv = op;
1829 } 1863 }
1830 return op; 1864 return op;
1831} 1865}
1832 1866
1833/* 1867/*
1834 * Checks if any objects has a move_type that matches objects 1868 * 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 1883 * 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 1884 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1885 * on top.
1852 */ 1886 */
1853 1887
1888int
1854int check_move_on (object *op, object *originator) 1889check_move_on (object *op, object *originator)
1855{ 1890{
1856 object *tmp; 1891 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1892 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1893 int x = op->x, y = op->y;
1894
1860 MoveType move_on, move_slow, move_block; 1895 MoveType move_on, move_slow, move_block;
1861 1896
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1897 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1898 return 0;
1864 1899
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1900 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); 1901 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); 1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1903
1871 /* if nothing on this space will slow op down or be applied, 1904 /* 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 1905 * 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 1906 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1907 * as walking.
1875 */ 1908 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1909 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1910 return 0;
1878 1911
1879 /* This is basically inverse logic of that below - basically, 1912 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1913 * 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 1914 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1915 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1916 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1917 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; 1918 return 0;
1886 1919
1887 /* The objects have to be checked from top to bottom. 1920 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1921 * Hence, we first go to the top:
1889 */ 1922 */
1890 1923
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1924 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) { 1925 {
1893 /* Trim the search when we find the first other spell effect 1926 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1927 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1928 * we don't need to check all of them.
1896 */ 1929 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 }
1933
1934 for (; tmp; tmp = tmp->below)
1898 } 1935 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1936 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1937 continue; /* Can't apply yourself */
1901 1938
1902 /* Check to see if one of the movement types should be slowed down. 1939 /* 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 1940 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1941 * (~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 1942 * 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. 1943 * swim on that space, can't use it to avoid the penalty.
1907 */ 1944 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1945 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1946 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1947 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)) { 1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 {
1912 1950
1913 float diff; 1951 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1952 diff = tmp->move_slow_penalty * FABS (op->speed);
1953
1916 if (op->type == PLAYER) { 1954 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1955 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))) { 1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1957 diff /= 4.0;
1920 } 1958
1921 }
1922 op->speed_left -= diff; 1959 op->speed_left -= diff;
1923 } 1960 }
1924 } 1961 }
1925 1962
1926 /* Basically same logic as above, except now for actual apply. */ 1963 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1964 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)) { 1965 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1966 {
1931 move_apply(tmp, op, originator); 1967 move_apply (tmp, op, originator);
1968
1932 if (was_destroyed (op, tag)) 1969 if (op->destroyed ())
1933 return 1; 1970 return 1;
1934 1971
1935 /* what the person/creature stepped onto has moved the object 1972 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1973 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1974 * have a feeling strange problems would result.
1938 */ 1975 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1976 if (op->map != m || op->x != x || op->y != y)
1977 return 0;
1940 } 1978 }
1941 } 1979 }
1980
1942 return 0; 1981 return 0;
1943} 1982}
1944 1983
1945/* 1984/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1985 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1986 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1987 * The first matching object is returned, or NULL if none.
1949 */ 1988 */
1950 1989
1990object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1991present_arch (const archetype *at, maptile *m, int x, int y)
1992{
1952 object *tmp; 1993 object *
1994 tmp;
1995
1953 if(m==NULL || out_of_map(m,x,y)) { 1996 if (m == NULL || out_of_map (m, x, y))
1997 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1998 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1999 return NULL;
1956 } 2000 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 2002 if (tmp->arch == at)
1959 return tmp; 2003 return tmp;
1960 return NULL; 2004 return NULL;
1961} 2005}
1962 2006
1963/* 2007/*
1964 * present(type, map, x, y) searches for any objects with 2008 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 2009 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 2010 * The first matching object is returned, or NULL if none.
1967 */ 2011 */
1968 2012
2013object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 2014present (unsigned char type, maptile *m, int x, int y)
2015{
1970 object *tmp; 2016 object *
2017 tmp;
2018
1971 if(out_of_map(m,x,y)) { 2019 if (out_of_map (m, x, y))
2020 {
1972 LOG(llevError,"Present called outside map.\n"); 2021 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 2022 return NULL;
1974 } 2023 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 2025 if (tmp->type == type)
1977 return tmp; 2026 return tmp;
1978 return NULL; 2027 return NULL;
1979} 2028}
1980 2029
1981/* 2030/*
1982 * present_in_ob(type, object) searches for any objects with 2031 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 2032 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1985 */ 2034 */
1986 2035
2036object *
1987object *present_in_ob(unsigned char type, const object *op) { 2037present_in_ob (unsigned char type, const object *op)
2038{
1988 object *tmp; 2039 object *
2040 tmp;
2041
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 2043 if (tmp->type == type)
1991 return tmp; 2044 return tmp;
1992 return NULL; 2045 return NULL;
1993} 2046}
1994 2047
1995/* 2048/*
2005 * the object name, not the archetype name. this is so that the 2058 * 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 2059 * spell code can use one object type (force), but change it's name
2007 * to be unique. 2060 * to be unique.
2008 */ 2061 */
2009 2062
2063object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 2064present_in_ob_by_name (int type, const char *str, const object *op)
2065{
2011 object *tmp; 2066 object *
2067 tmp;
2012 2068
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2072 return tmp;
2016 } 2073 }
2017 return NULL; 2074 return NULL;
2018} 2075}
2019 2076
2020/* 2077/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2078 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2079 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2080 * The first matching object is returned, or NULL if none.
2024 */ 2081 */
2025 2082
2083object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2084present_arch_in_ob (const archetype *at, const object *op)
2085{
2027 object *tmp; 2086 object *
2087 tmp;
2088
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 2090 if (tmp->arch == at)
2030 return tmp; 2091 return tmp;
2031 return NULL; 2092 return NULL;
2032} 2093}
2033 2094
2034/* 2095/*
2035 * activate recursively a flag on an object inventory 2096 * activate recursively a flag on an object inventory
2036 */ 2097 */
2098void
2037void flag_inv(object*op, int flag){ 2099flag_inv (object *op, int flag)
2100{
2038 object *tmp; 2101 object *
2102 tmp;
2103
2039 if(op->inv) 2104 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 {
2041 SET_FLAG(tmp, flag); 2107 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2108 flag_inv (tmp, flag);
2043 } 2109 }
2044}/* 2110} /*
2045 * desactivate recursively a flag on an object inventory 2111 * desactivate recursively a flag on an object inventory
2046 */ 2112 */
2113void
2047void unflag_inv(object*op, int flag){ 2114unflag_inv (object *op, int flag)
2115{
2048 object *tmp; 2116 object *
2117 tmp;
2118
2049 if(op->inv) 2119 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 {
2051 CLEAR_FLAG(tmp, flag); 2122 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2123 unflag_inv (tmp, flag);
2053 } 2124 }
2054} 2125}
2055 2126
2056/* 2127/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 2129 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 2130 * 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. 2131 * him/her-self and all object carried by a call to this function.
2061 */ 2132 */
2062 2133
2134void
2063void set_cheat(object *op) { 2135set_cheat (object *op)
2136{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2137 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2138 flag_inv (op, FLAG_WAS_WIZ);
2066} 2139}
2067 2140
2068/* 2141/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2142 * 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 2143 * 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 2158 * 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 2159 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2160 * customized, changed states, etc.
2088 */ 2161 */
2089 2162
2163int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{
2166 int
2167 i,
2091 int i,index=0, flag; 2168 index = 0, flag;
2169 static int
2092 static int altern[SIZEOFFREE]; 2170 altern[SIZEOFFREE];
2093 2171
2094 for(i=start;i<stop;i++) { 2172 for (i = start; i < stop; i++)
2173 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2175 if (!flag)
2097 altern[index++]=i; 2176 altern[index++] = i;
2098 2177
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2178 /* 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. 2179 * 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 - 2180 * 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 2181 * 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 2182 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2183 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2184 * won't look 2 spaces south of the target space.
2106 */ 2185 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2187 stop = maxfree[i];
2109 } 2188 }
2110 if(!index) return -1; 2189 if (!index)
2190 return -1;
2111 return altern[RANDOM()%index]; 2191 return altern[RANDOM () % index];
2112} 2192}
2113 2193
2114/* 2194/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2195 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2196 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2197 * 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. 2198 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2199 */
2120 2200
2201int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2202find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{
2204 int
2122 int i; 2205 i;
2206
2123 for(i=0;i<SIZEOFFREE;i++) { 2207 for (i = 0; i < SIZEOFFREE; i++)
2208 {
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2210 return i;
2126 } 2211 }
2127 return -1; 2212 return -1;
2128} 2213}
2129 2214
2130/* 2215/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2216 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2217 * arr[begin..end-1].
2133 */ 2218 */
2219static void
2134static void permute(int *arr, int begin, int end) 2220permute (int *arr, int begin, int end)
2135{ 2221{
2136 int i, j, tmp, len; 2222 int
2223 i,
2224 j,
2225 tmp,
2226 len;
2137 2227
2138 len = end-begin; 2228 len = end - begin;
2139 for(i = begin; i < end; i++) 2229 for (i = begin; i < end; i++)
2140 { 2230 {
2141 j = begin+RANDOM()%len; 2231 j = begin + RANDOM () % len;
2142 2232
2143 tmp = arr[i]; 2233 tmp = arr[i];
2144 arr[i] = arr[j]; 2234 arr[i] = arr[j];
2145 arr[j] = tmp; 2235 arr[j] = tmp;
2146 } 2236 }
2147} 2237}
2148 2238
2149/* new function to make monster searching more efficient, and effective! 2239/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2240 * 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 2241 * 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 2242 * 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 2243 * 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. 2244 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2245 */
2246void
2156void get_search_arr(int *search_arr) 2247get_search_arr (int *search_arr)
2157{ 2248{
2249 int
2158 int i; 2250 i;
2159 2251
2160 for(i = 0; i < SIZEOFFREE; i++) 2252 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2253 {
2162 search_arr[i] = i; 2254 search_arr[i] = i;
2163 } 2255 }
2164 2256
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2257 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2260}
2169 2261
2170/* 2262/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2263 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2264 * given map at the given coordinates for live objects.
2178 * is actually want is going to try and move there. We need this info 2270 * 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 2271 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2272 * there is capable of.
2181 */ 2273 */
2182 2274
2275int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2276find_dir (maptile *m, int x, int y, object *exclude)
2277{
2278 int
2279 i,
2184 int i,max=SIZEOFFREE, mflags; 2280 max = SIZEOFFREE, mflags;
2281
2185 sint16 nx, ny; 2282 sint16 nx, ny;
2186 object *tmp; 2283 object *
2187 mapstruct *mp; 2284 tmp;
2285 maptile *
2286 mp;
2287
2188 MoveType blocked, move_type; 2288 MoveType blocked, move_type;
2189 2289
2190 if (exclude && exclude->head) { 2290 if (exclude && exclude->head)
2291 {
2191 exclude = exclude->head; 2292 exclude = exclude->head;
2192 move_type = exclude->move_type; 2293 move_type = exclude->move_type;
2193 } else { 2294 }
2295 else
2296 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2297 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2298 move_type = MOVE_ALL;
2299 }
2300
2301 for (i = 1; i < max; i++)
2196 } 2302 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2303 mp = m;
2200 nx = x + freearr_x[i]; 2304 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2305 ny = y + freearr_y[i];
2202 2306
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2204 if (mflags & P_OUT_OF_MAP) { 2308 if (mflags & P_OUT_OF_MAP)
2309 {
2205 max = maxfree[i]; 2310 max = maxfree[i];
2311 }
2206 } else { 2312 else
2313 {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2208 2315
2209 if ((move_type & blocked) == move_type) { 2316 if ((move_type & blocked) == move_type)
2317 {
2210 max=maxfree[i]; 2318 max = maxfree[i];
2319 }
2211 } else if (mflags & P_IS_ALIVE) { 2320 else if (mflags & P_IS_ALIVE)
2321 {
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2323 {
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2215 break; 2326 break;
2216 } 2327 }
2217 } 2328 }
2218 if(tmp) { 2329 if (tmp)
2330 {
2219 return freedir[i]; 2331 return freedir[i];
2220 } 2332 }
2221 } 2333 }
2222 } 2334 }
2223 } 2335 }
2224 return 0; 2336 return 0;
2225} 2337}
2226 2338
2227/* 2339/*
2228 * distance(object 1, object 2) will return the square of the 2340 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2341 * distance between the two given objects.
2230 */ 2342 */
2231 2343
2344int
2232int distance(const object *ob1, const object *ob2) { 2345distance (const object *ob1, const object *ob2)
2346{
2233 int i; 2347 int
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2348 i;
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2236 return i; 2351 return i;
2237} 2352}
2238 2353
2239/* 2354/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2355 * 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 2356 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2357 * object, needs to travel toward it.
2243 */ 2358 */
2244 2359
2360int
2245int find_dir_2(int x, int y) { 2361find_dir_2 (int x, int y)
2362{
2246 int q; 2363 int
2364 q;
2247 2365
2248 if(y) 2366 if (y)
2249 q=x*100/y; 2367 q = x * 100 / y;
2250 else if (x) 2368 else if (x)
2251 q= -300*x; 2369 q = -300 * x;
2252 else 2370 else
2253 return 0; 2371 return 0;
2254 2372
2255 if(y>0) { 2373 if (y > 0)
2374 {
2256 if(q < -242) 2375 if (q < -242)
2257 return 3 ; 2376 return 3;
2258 if (q < -41) 2377 if (q < -41)
2259 return 2 ; 2378 return 2;
2260 if (q < 41) 2379 if (q < 41)
2261 return 1 ; 2380 return 1;
2262 if (q < 242) 2381 if (q < 242)
2263 return 8 ; 2382 return 8;
2264 return 7 ; 2383 return 7;
2265 } 2384 }
2266 2385
2267 if (q < -242) 2386 if (q < -242)
2268 return 7 ; 2387 return 7;
2269 if (q < -41) 2388 if (q < -41)
2270 return 6 ; 2389 return 6;
2271 if (q < 41) 2390 if (q < 41)
2272 return 5 ; 2391 return 5;
2273 if (q < 242) 2392 if (q < 242)
2274 return 4 ; 2393 return 4;
2275 2394
2276 return 3 ; 2395 return 3;
2277} 2396}
2278 2397
2279/* 2398/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2399 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2400 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2401 * "overflow" in previous calculations of a direction).
2283 */ 2402 */
2284 2403
2404int
2285int absdir(int d) { 2405absdir (int d)
2286 while(d<1) d+=8; 2406{
2287 while(d>8) d-=8; 2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2288 return d; 2411 return d;
2289} 2412}
2290 2413
2291/* 2414/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2416 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2417 */
2295 2418
2419int
2296int dirdiff(int dir1, int dir2) { 2420dirdiff (int dir1, int dir2)
2421{
2297 int d; 2422 int
2423 d;
2424
2298 d = abs(dir1 - dir2); 2425 d = abs (dir1 - dir2);
2299 if(d>4) 2426 if (d > 4)
2300 d = 8 - d; 2427 d = 8 - d;
2301 return d; 2428 return d;
2302} 2429}
2303 2430
2304/* peterm: 2431/* peterm:
2309 * direction 4, 14, or 16 to get back to where we are. 2436 * 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 2437 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2438 * functions.
2312 */ 2439 */
2313 2440
2441int
2314int reduction_dir[SIZEOFFREE][3] = { 2442 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2443 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2444 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2445 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2446 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2447 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2448 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2449 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2450 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2451 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2452 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2453 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2454 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2455 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2456 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2457 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2458 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2459 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2460 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2461 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2462 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2463 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2464 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2465 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2466 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2467 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2468 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2469 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2470 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2471 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2472 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2473 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2474 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2475 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2476 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2477 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2478 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2479 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2480 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2481 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2482 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2483 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2484 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2485 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2486 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2487 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2488 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2489 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2490 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2491 {24, 9, -1}
2492}; /* 48 */
2364 2493
2365/* Recursive routine to step back and see if we can 2494/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2495 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2496 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2497 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2498 * Modified to be map tile aware -.MSW
2370 */ 2499 */
2371
2372 2500
2501
2502int
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2503can_see_monsterP (maptile *m, int x, int y, int dir)
2504{
2374 sint16 dx, dy; 2505 sint16 dx, dy;
2506 int
2375 int mflags; 2507 mflags;
2376 2508
2509 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2510 return 0; /* exit condition: invalid direction */
2378 2511
2379 dx = x + freearr_x[dir]; 2512 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2513 dy = y + freearr_y[dir];
2381 2514
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2515 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2516
2384 /* This functional arguably was incorrect before - it was 2517 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2518 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2519 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2520 * 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 2521 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2522 * at least its move type.
2390 */ 2523 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2524 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2525 return 0;
2392 2526
2393 /* yes, can see. */ 2527 /* yes, can see. */
2394 if(dir < 9) return 1; 2528 if (dir < 9)
2529 return 1;
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2531 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} 2532}
2399 2533
2400 2534
2401 2535
2402/* 2536/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2537 * 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 2538 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2539 * picked up, otherwise 0.
2406 * 2540 *
2408 * core dumps if they do. 2542 * core dumps if they do.
2409 * 2543 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2544 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2545 */
2412 2546
2547int
2413int can_pick(const object *who, const object *item) { 2548can_pick (const object *who, const object *item)
2549{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2552 !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} 2553}
2419 2554
2420 2555
2421/* 2556/*
2422 * create clone from object to another 2557 * create clone from object to another
2423 */ 2558 */
2559object *
2424object *object_create_clone (object *asrc) { 2560object_create_clone (object *asrc)
2561{
2562 object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2426 2564
2565 if (!asrc)
2427 if(!asrc) return NULL; 2566 return NULL;
2428 src = asrc; 2567 src = asrc;
2429 if(src->head) 2568 if (src->head)
2430 src = src->head; 2569 src = src->head;
2431 2570
2432 prev = NULL; 2571 prev = NULL;
2433 for(part = src; part; part = part->more) { 2572 for (part = src; part; part = part->more)
2573 {
2434 tmp = get_object(); 2574 tmp = get_object ();
2435 copy_object(part,tmp); 2575 copy_object (part, tmp);
2436 tmp->x -= src->x; 2576 tmp->x -= src->x;
2437 tmp->y -= src->y; 2577 tmp->y -= src->y;
2438 if(!part->head) { 2578 if (!part->head)
2579 {
2439 dst = tmp; 2580 dst = tmp;
2440 tmp->head = NULL; 2581 tmp->head = NULL;
2582 }
2441 } else { 2583 else
2584 {
2442 tmp->head = dst; 2585 tmp->head = dst;
2443 } 2586 }
2444 tmp->more = NULL; 2587 tmp->more = NULL;
2445 if(prev) 2588 if (prev)
2446 prev->more = tmp; 2589 prev->more = tmp;
2447 prev = tmp; 2590 prev = tmp;
2448 } 2591 }
2449 /*** copy inventory ***/ 2592
2450 for(item = src->inv; item; item = item->below) { 2593 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2594 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2595
2454 return dst; 2596 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} 2597}
2464 2598
2465/* GROS - Creates an object using a string representing its content. */ 2599/* 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 */ 2600/* 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, */ 2601/* 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. */ 2602/* 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. */ 2603/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2604/* Also remember that multiparts objects are not supported for now. */
2471 2605
2606object *
2472object* load_object_str(const char *obstr) 2607load_object_str (const char *obstr)
2473{ 2608{
2474 object *op; 2609 object *op;
2475 char filename[MAX_BUF]; 2610 char filename[MAX_BUF];
2611
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2613
2478 FILE *tempfile=fopen(filename,"w"); 2614 FILE *tempfile = fopen (filename, "w");
2615
2479 if (tempfile == NULL) 2616 if (tempfile == NULL)
2480 { 2617 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2619 return NULL;
2483 }; 2620 }
2621
2484 fprintf(tempfile,obstr); 2622 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2623 fclose (tempfile);
2486 2624
2487 op=get_object(); 2625 op = get_object ();
2488 2626
2489 object_thawer thawer (filename); 2627 object_thawer thawer (filename);
2628
2490 if (thawer) 2629 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2630 load_object (thawer, op, 0);
2631
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2633 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2634
2495 return op; 2635 return op;
2496} 2636}
2497 2637
2498/* This returns the first object in who's inventory that 2638/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2639 * has the same type and subtype match.
2500 * returns NULL if no match. 2640 * returns NULL if no match.
2501 */ 2641 */
2642object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2643find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2644{
2504 object *tmp; 2645 object *tmp;
2505 2646
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2647 for (tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2648 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp;
2508 2650
2509 return NULL; 2651 return NULL;
2510} 2652}
2511 2653
2512/* If ob has a field named key, return the link from the list, 2654/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2655 * otherwise return NULL.
2514 * 2656 *
2515 * key must be a passed in shared string - otherwise, this won't 2657 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2658 * do the desired thing.
2517 */ 2659 */
2660key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2661get_ob_key_link (const object *ob, const char *key)
2662{
2519 key_value * link; 2663 key_value *link;
2520 2664
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2665 for (link = ob->key_values; link != NULL; link = link->next)
2522 if (link->key == key) { 2666 if (link->key == key)
2523 return link; 2667 return link;
2524 } 2668
2525 }
2526
2527 return NULL; 2669 return NULL;
2528} 2670}
2529 2671
2530/* 2672/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2673 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2674 *
2533 * The argument doesn't need to be a shared string. 2675 * The argument doesn't need to be a shared string.
2534 * 2676 *
2535 * The returned string is shared. 2677 * The returned string is shared.
2536 */ 2678 */
2679const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2680get_ob_key_value (const object *op, const char *const key)
2681{
2538 key_value * link; 2682 key_value *link;
2539 const char * canonical_key; 2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2540 2686 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2687 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2688 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2689 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2690 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2691 */
2549 return NULL; 2692 return 0;
2550 } 2693 }
2551 2694
2552 /* This is copied from get_ob_key_link() above - 2695 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2696 * only 4 lines, and saves the function call overhead.
2554 */ 2697 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2698 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2699 if (link->key == canonical_key)
2557 return link->value; 2700 return link->value;
2558 } 2701
2559 } 2702 return 0;
2560 return NULL;
2561} 2703}
2562 2704
2563 2705
2564/* 2706/*
2565 * Updates the canonical_key in op to value. 2707 * 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 2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2712 * keys.
2571 * 2713 *
2572 * Returns TRUE on success. 2714 * Returns TRUE on success.
2573 */ 2715 */
2716int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{
2719 key_value *
2575 key_value * field = NULL, *last=NULL; 2720 field = NULL, *last = NULL;
2576 2721
2577 for (field=op->key_values; field != NULL; field=field->next) { 2722 for (field = op->key_values; field != NULL; field = field->next)
2723 {
2578 if (field->key != canonical_key) { 2724 if (field->key != canonical_key)
2725 {
2579 last = field; 2726 last = field;
2580 continue; 2727 continue;
2581 } 2728 }
2582 2729
2583 if (value) 2730 if (value)
2584 field->value = value; 2731 field->value = value;
2585 else { 2732 else
2733 {
2586 /* Basically, if the archetype has this key set, 2734 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2735 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2736 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2737 * we get this value back again.
2590 */ 2738 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2593 else 2745 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2746 op->key_values = field->next;
2597 2747
2598 delete field; 2748 delete field;
2599 } 2749 }
2600 } 2750 }
2601 return TRUE; 2751 return TRUE;
2602 } 2752 }
2603 /* IF we get here, key doesn't exist */ 2753 /* IF we get here, key doesn't exist */
2604 2754
2605 /* No field, we'll have to add it. */ 2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2606 2758 {
2607 if (!add_key) {
2608 return FALSE; 2759 return FALSE;
2609 } 2760 }
2610 /* There isn't any good reason to store a null 2761 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2762 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2763 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2764 * be here. If user wants to store empty strings,
2614 * should pass in "" 2765 * should pass in ""
2615 */ 2766 */
2616 if (value == NULL) return TRUE; 2767 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; 2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2627} 2779}
2628 2780
2629/* 2781/*
2630 * Updates the key in op to value. 2782 * Updates the key in op to value.
2631 * 2783 *
2633 * and not add new ones. 2785 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2786 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2787 *
2636 * Returns TRUE on success. 2788 * Returns TRUE on success.
2637 */ 2789 */
2790int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2792{
2640 shstr key_ (key); 2793 shstr key_ (key);
2794
2641 return set_ob_key_value_s (op, key_, value, add_key); 2795 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2796}
2797
2798object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container)
2800{
2801 while (item->inv)
2802 item = item->inv;
2803}
2804
2805void
2806object::depth_iterator::next ()
2807{
2808 if (item->below)
2809 {
2810 item = item->below;
2811
2812 while (item->inv)
2813 item = item->inv;
2814 }
2815 else
2816 item = item->env;
2817}
2818
2819// return a suitable string describing an objetc in enough detail to find it
2820const char *
2821object::debug_desc (char *info) const
2822{
2823 char info2[256 * 3];
2824 char *p = info;
2825
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2827 count,
2828 &name,
2829 title ? " " : "",
2830 title ? (const char *)title : "");
2831
2832 if (env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834
2835 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2837
2838 return info;
2839}
2840
2841const char *
2842object::debug_desc () const
2843{
2844 static char info[256 * 3];
2845 return debug_desc (info);
2846}
2847

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines