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 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.13 2006/09/03 22:45:55 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
285void dump_object2(object *op) { 379char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 380dump_object (object *op)
332 if(op==NULL) { 381{
333 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
334 return; 383 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 384
340void dump_all_objects(void) { 385 object_freezer freezer;
341 object *op; 386 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 388}
347 389
348/* 390/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
352 */ 394 */
353 395
396object *
354object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
355 object *tmp,*closest; 399 object *tmp, *closest;
356 int last_dist,i; 400 int last_dist, i;
401
357 if(op->more==NULL) 402 if (op->more == NULL)
358 return op; 403 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
362 return closest; 407 return closest;
363} 408}
364 409
365/* 410/*
366 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
367 */ 412 */
368 413
414object *
369object *find_object(tag_t i) { 415find_object (tag_t i)
416{
370 object *op; 417 object *op;
418
371 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
372 if(op->count==i) 420 if (op->count == i)
373 break; 421 break;
422
374 return op; 423 return op;
375} 424}
376 425
377/* 426/*
378 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
381 */ 430 */
382 431
432object *
383object *find_object_name(const char *str) { 433find_object_name (const char *str)
384 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
385 object *op; 436 object *op;
437
386 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 439 if (op->name == str_)
388 break; 440 break;
389 441
390 return op; 442 return op;
391} 443}
392 444
445void
393void free_all_object_data(void) { 446free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 447{
435 if (!op) return; 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 449}
443
444
445 450
446/* 451/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 453 * skill and experience objects.
449 */ 454 */
450void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
451{ 457{
452 if(owner==NULL||op==NULL) 458 if (!owner)
453 return; 459 return;
454 460
455 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
461 */ 467 */
462 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
464 470
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 471 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 472}
518 473
519/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 475 * refcounts and freeing the links.
521 */ 476 */
477static void
522static void free_key_values(object * op) 478free_key_values (object *op)
523{ 479{
524 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
525 { 481 {
526 key_value *next = i->next; 482 key_value *next = i->next;
527 delete i; 483 delete i;
484
528 i = next; 485 i = next;
529 } 486 }
530 487
531 op->key_values = 0; 488 op->key_values = 0;
532} 489}
533 490
534/* 491void object::clear ()
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 492{
541 op->clear (); 493 attachable_base::clear ();
542 494
543 free_key_values (op); 495 free_key_values (this);
544 496
545 /* the memset will clear all these values for us, but we need 497 owner = 0;
546 * to reduce the refcount on them. 498 name = 0;
547 */
548 op->name = 0;
549 op->name_pl = 0; 499 name_pl = 0;
550 op->title = 0; 500 title = 0;
551 op->race = 0; 501 race = 0;
552 op->slaying = 0; 502 slaying = 0;
553 op->skill = 0; 503 skill = 0;
554 op->msg = 0; 504 msg = 0;
555 op->lore = 0; 505 lore = 0;
506 custom_name = 0;
556 op->materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
557 519
558 memset((void*)op, 0, sizeof (object_special)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
559 /* Below here, we clear things that are not done by the memset, 521
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
564 523
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
578 525
579 op->expmul=1.0; 526 expmul = 1.0;
580 op->face = blank_face; 527 face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582 528
583 if (settings.casting_time) 529 if (settings.casting_time)
584 op->casting_time = -1; 530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585} 540}
586 541
587/* 542/*
588 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second 544 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 546 * 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 547 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 548 * will point at garbage.
594 */ 549 */
595 550void
596void copy_object(object *op2, object *op) 551copy_object (object *op2, object *op)
597{ 552{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 555
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 556 op2->clone (op);
606 557
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 558 if (is_freed)
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED);
609 562
610 if (op2->speed < 0) 563 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
612 565
613 /* Copy over key_values, if any. */ 566 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 567 if (op2->key_values)
568 {
615 key_value *tail = NULL; 569 key_value *tail = 0;
616 key_value *i; 570 key_value *i;
617 571
618 op->key_values = NULL; 572 op->key_values = 0;
619 573
620 for (i = op2->key_values; i != NULL; i = i->next) 574 for (i = op2->key_values; i; i = i->next)
621 { 575 {
622 key_value *new_link = new key_value; 576 key_value *new_link = new key_value;
623 577
624 new_link->next = NULL; 578 new_link->next = 0;
625 new_link->key = i->key; 579 new_link->key = i->key;
626 new_link->value = i->value; 580 new_link->value = i->value;
627 581
628 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 583 if (!op->key_values)
630 { 584 {
631 op->key_values = new_link; 585 op->key_values = new_link;
632 tail = new_link; 586 tail = new_link;
633 } 587 }
634 else 588 else
635 { 589 {
636 tail->next = new_link; 590 tail->next = new_link;
637 tail = new_link; 591 tail = new_link;
638 } 592 }
639 } 593 }
640 } 594 }
641 595
642 update_ob_speed (op); 596 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} 597}
721 598
722/* 599/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * 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 601 * 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. 602 * be called to update the face variable, _and_ how it looks on the map.
726 */ 603 */
727 604
605void
728void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 609 return;
731 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
733} 612}
734 613
735/* 614/*
736 * Updates the speed of an object. If the speed changes from 0 to another 615 * 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. 616 * 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. 617 * This function needs to be called whenever the speed of an object changes.
739 */ 618 */
740 619void
741void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
742 extern int arch_init; 622 extern int arch_init;
743 623
744 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 625 * since they never really need to be updated.
746 */ 626 */
747 627
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES 631#ifdef MANY_CORES
751 abort(); 632 abort ();
752#else 633#else
753 op->speed = 0; 634 op->speed = 0;
754#endif 635#endif
755 } 636 }
637
756 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
757 return; 645 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;
763 646
764 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 648 * of the list. */
766 op->active_next = active_objects; 649 op->active_next = active_objects;
650
767 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
768 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
769 active_objects = op; 654 active_objects = op;
655 }
656 else
770 } 657 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
774 return; 660 return;
775 661
776 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
777 active_objects = op->active_next; 664 active_objects = op->active_next;
665
778 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
779 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
780 } 670 {
781 else {
782 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
783 if (op->active_next) 673 if (op->active_next)
784 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
785 } 675 }
676
786 op->active_next = NULL; 677 op->active_next = NULL;
787 op->active_prev = NULL; 678 op->active_prev = NULL;
788 } 679 }
789} 680}
790 681
791/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
792 * objects. 683 * objects.
794 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
798 */ 689 */
690void
799void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
800{ 692{
801 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 695 return;
804 696
805 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
806 active_objects = op->active_next; 699 active_objects = op->active_next;
807 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
809 } 704 {
810 else {
811 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 706 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
814 } 708 }
815 op->active_next = NULL; 709 op->active_next = NULL;
816 op->active_prev = NULL; 710 op->active_prev = NULL;
817} 711}
818 712
819/* 713/*
820 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * 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. 731 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
839 */ 733 */
840 734
735void
841void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
842 int update_now=0, flags; 738 int update_now = 0, flags;
843 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
844 740
845 if (op == NULL) { 741 if (op == NULL)
742 {
846 /* this should never happen */ 743 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 745 return;
849 }
850 746 }
747
851 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
852 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
853 * to do in this case. 751 * to do in this case.
854 */ 752 */
855 return; 753 return;
856 } 754 }
857 755
858 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 757 * going to get freed anyways.
860 */ 758 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
862 760 return;
761
863 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 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)) { 764 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 766#ifdef MANY_CORES
868 abort(); 767 abort ();
869#endif 768#endif
870 return; 769 return;
871 }
872 770 }
771
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 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); 774 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); 775 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); 776 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); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
879 778
880 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1; 782 update_now = 1;
883 783
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1; 785 update_now = 1;
886 786
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1; 788 update_now = 1;
889 789
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 791 update_now = 1;
892 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
893 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
894 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
895 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 803 * to have move_allow right now.
897 */ 804 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 806 update_now = 1;
807
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
901 } 810 }
902 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 813 * that is being removed.
905 */ 814 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 816 update_now = 1;
908 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
910 }
911 else { 819 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 821
915 if (update_now) { 822 if (update_now)
823 {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 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); 825 update_position (op->map, op->x, op->y);
918 } 826 }
919 827
920 if(op->more!=NULL) 828 if (op->more != NULL)
921 update_object(op->more, action); 829 update_object (op->more, action);
922} 830}
923 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object ()
857{
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862}
863
864object::~object ()
865{
866 free_key_values (this);
867}
868
869void object::link ()
870{
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881}
882
883void object::unlink ()
884{
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894}
895
896object *object::create ()
897{
898 object *op = new object;
899 op->link ();
900 return op;
901}
924 902
925/* 903/*
926 * free_object() frees everything allocated by an object, removes 904 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 905 * 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. 906 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
930 * this function to succeed. 908 * this function to succeed.
931 * 909 *
932 * If free_inventory is set, free inventory as well. Else drop items in 910 * If destroy_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 911 * inventory to the ground.
934 */ 912 */
935 913void object::destroy (bool destroy_inventory)
936void free_object(object *ob) { 914{
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)) { 915 if (QUERY_FLAG (this, FLAG_FREED))
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return; 916 return;
917
918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this);
920
921 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 remove_ob (this);
923
924 SET_FLAG (this, FLAG_FREED);
925
926 if (more)
959 } 927 {
960 if(ob->more!=NULL) { 928 more->destroy (destroy_inventory);
961 free_object2(ob->more, free_inventory); 929 more = 0;
962 ob->more=NULL; 930 }
931
932 if (inv)
963 } 933 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 934 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 935 * if some form of movement is allowed, let objects
967 * drop on that space. 936 * drop on that space.
968 */ 937 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 938 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)) 939 {
940 object *op = inv;
941
942 while (op)
971 { 943 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below; 944 object *tmp = op->below;
975 remove_ob(op); 945 op->destroy (destroy_inventory);
976 free_object2(op, free_inventory);
977 op=tmp; 946 op = tmp;
978 } 947 }
979 } 948 }
949 else
980 else { /* Put objects in inventory onto this space */ 950 { /* Put objects in inventory onto this space */
981 op=ob->inv; 951 object *op = inv;
952
982 while(op!=NULL) { 953 while (op)
954 {
983 tmp=op->below; 955 object *tmp = op->below;
956
984 remove_ob(op); 957 remove_ob (op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 958
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object(op); 961 free_object (op);
988 else { 962 else
963 {
989 op->x=ob->x; 964 op->x = x;
990 op->y=ob->y; 965 op->y = y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 } 967 }
968
993 op=tmp; 969 op = tmp;
994 } 970 }
995 } 971 }
996 } 972 }
973
974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
981
997 /* Remove object from the active list */ 982 /* Remove object from the active list */
998 ob->speed = 0; 983 speed = 0;
999 update_ob_speed(ob); 984 update_ob_speed (this);
1000 985
1001 SET_FLAG(ob, FLAG_FREED); 986 unlink ();
1002 ob->count = 0;
1003 987
1004 /* Remove this object from the list of used objects */ 988 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} 989}
1077 990
1078/* 991/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 993 * weight of an object (and what is carried by it's environment(s)).
1081 */ 994 */
1082 995
996void
1083void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
1084 while (op != NULL) { 999 while (op != NULL)
1000 {
1085 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 1003
1088 op->carrying-=weight; 1004 op->carrying -= weight;
1089 op = op->env; 1005 op = op->env;
1090 } 1006 }
1091} 1007}
1092 1008
1093/* remove_ob(op): 1009/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1010 * 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 1011 * which it is currently tied to. When this function is done, the
1097 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1014 * the previous environment.
1099 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1100 */ 1016 */
1101 1017
1018void
1102void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1103 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1104 object *otmp; 1022 object *otmp;
1105 tag_t tag; 1023
1106 int check_walk_off; 1024 int check_walk_off;
1107 mapstruct *m; 1025 maptile *m;
1026
1108 sint16 x,y; 1027 sint16 x, y;
1109
1110 1028
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1112 dump_object(op); 1030 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1031
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); 1032 SET_FLAG (op, FLAG_REMOVED);
1131 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1132 /* 1037 /*
1133 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1134 * inventory. 1039 * inventory.
1135 */ 1040 */
1136 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1137 if(op->nrof) 1043 if (op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1139 else 1045 else
1140 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1141 1047
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1048 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1050 * to save cpu time.
1145 */ 1051 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1052 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); 1053 fix_player (otmp);
1149 1054
1150 if(op->above!=NULL) 1055 if (op->above != NULL)
1151 op->above->below=op->below; 1056 op->above->below = op->below;
1152 else 1057 else
1153 op->env->inv=op->below; 1058 op->env->inv = op->below;
1154 1059
1155 if(op->below!=NULL) 1060 if (op->below != NULL)
1156 op->below->above=op->above; 1061 op->below->above = op->above;
1157 1062
1158 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1161 */ 1066 */
1162 op->x=op->env->x,op->y=op->env->y; 1067 op->x = op->env->x, op->y = op->env->y;
1163 op->map=op->env->map; 1068 op->map = op->env->map;
1164 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1165 op->env=NULL; 1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096
1097 /* link the object above us */
1098 if (op->above)
1099 op->above->below = op->below;
1100 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102
1103 /* Relink the object below us, if there is one */
1104 if (op->below)
1105 op->below->above = op->above;
1106 else
1107 {
1108 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is
1110 * evident
1111 */
1112 if (GET_MAP_OB (m, x, y) != op)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "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);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0;
1127 op->below = 0;
1128
1129 if (op->map->in_memory == MAP_SAVING)
1166 return; 1130 return;
1167 }
1168 1131
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); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1225 /* No point updating the players look faces if he is the object 1136 /* No point updating the players look faces if he is the object
1226 * being removed. 1137 * being removed.
1227 */ 1138 */
1228 1139
1229 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1230 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1232 * appropriately. 1144 * appropriately.
1233 */ 1145 */
1234 if (tmp->container==op) { 1146 if (tmp->container == op)
1147 {
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1236 tmp->container=NULL; 1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1237 } 1153 }
1238 tmp->contr->socket.update_look=1; 1154
1239 }
1240 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1157 && ((op->move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1159 {
1244 move_apply(tmp, op, NULL); 1160 move_apply (tmp, op, NULL);
1161
1245 if (was_destroyed (op, tag)) { 1162 if (op->destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1164 }
1249 }
1250 1165
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1167
1253 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1254 tmp->above = NULL; 1169 tmp->above = NULL;
1170
1255 last=tmp; 1171 last = tmp;
1256 } 1172 }
1173
1257 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1175 if (last == NULL)
1176 {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1178 * 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 1179 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways. 1180 * be correct anyways.
1263 */ 1181 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1266 } 1184 }
1267 else 1185 else
1268 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1269 1187
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1272 1190 }
1273} 1191}
1274 1192
1275/* 1193/*
1276 * merge_ob(op,top): 1194 * merge_ob(op,top):
1277 * 1195 *
1278 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1197 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1200 */
1283 1201object *
1284object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1285 if(!op->nrof) 1204 if (!op->nrof)
1286 return 0; 1205 return 0;
1206
1287 if(top==NULL) 1207 if (top == NULL)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1289 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1290 if(top==op) 1212 if (top == op)
1291 continue; 1213 continue;
1292 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1293 { 1215 {
1294 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1220 remove_ob (op);
1298 free_object(op); 1221 free_object (op);
1299 return top; 1222 return top;
1300 } 1223 }
1301 } 1224 }
1225
1302 return NULL; 1226 return 0;
1303} 1227}
1304 1228
1305/* 1229/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1308 */ 1232 */
1233object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{
1310 object* tmp; 1236 object *tmp;
1237
1311 if (op->head) 1238 if (op->head)
1312 op=op->head; 1239 op = op->head;
1240
1313 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1314 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1316 } 1245 }
1246
1317 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1318} 1248}
1319 1249
1320/* 1250/*
1321 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1336 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1268 * just 'op' otherwise
1339 */ 1269 */
1340 1270
1271object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1273{
1343 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1275 sint16 x, y;
1345 1276
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345
1346 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work
1349 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1351 x = op->x;
1352 y = op->y;
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp))
1359 {
1360 op->nrof += tmp->nrof;
1361 remove_ob (tmp);
1362 free_object (tmp);
1363 }
1364
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1377 }
1378
1379 op->above = originator;
1380 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op;
1389 }
1390 else
1391 {
1392 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1395 object *last = NULL;
1396
1397 /*
1398 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * floor, we want to insert above that and no further.
1403 * Also, if there are spell objects on this space, we stop processing
1404 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects.
1408 */
1409
1410 while (top != NULL)
1411 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top;
1414
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 {
1417 /* We insert above top, so we want this object below this */
1418 top = top->below;
1419 break;
1420 }
1421
1422 last = top;
1423 top = top->above;
1424 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 {
1443 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1446 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we
1449 * set top to the object below us.
1450 */
1451 if (last && last->below && last != floor)
1452 top = last->below;
1453 }
1454 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 /* Top is the object that our object (op) is going to get inserted above.
1463 */
1464
1465 /* First object on this space */
1466 if (!top)
1467 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op);
1475 }
1476 else
1477 { /* get inserted into the stack above top */
1478 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = top;
1484 top->above = op;
1485 }
1486
1487 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1;
1493
1494 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there.
1496 */
1497 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501
1502 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient.
1510 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y);
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1529 if (check_move_on (op, originator))
1348 return NULL; 1530 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 1531
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 1532 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1533 * walk on's.
1562 */ 1534 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1565 return NULL; 1537 return NULL;
1566 } 1538 }
1539
1567 return op; 1540 return op;
1568} 1541}
1569 1542
1570/* this function inserts an object in the map, but if it 1543/* 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. 1544 * 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. 1545 * op is the object to insert it under: supplies x and the map.
1573 */ 1546 */
1547void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1575 object *tmp; 1550 object *
1576 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1577 1554
1578 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1579 1556
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1582 remove_ob(tmp); 1561 remove_ob (tmp);
1583 free_object(tmp); 1562 free_object (tmp);
1584 } 1563 }
1585 } 1564 }
1586 1565
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1567
1589 1568 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1571}
1593 1572
1594/* 1573/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574 * 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 1575 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1576 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1578 * global static errmsg array.
1600 */ 1579 */
1601 1580
1581object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1603 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1588
1606 if(orig_ob->nrof<nr) { 1589 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1590 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1592 return NULL;
1610 } 1593 }
1594
1611 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1612 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1613 if ( ! is_removed) 1599 if (!is_removed)
1614 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1615 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1616 } 1602 }
1617 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1618 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1609 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"); 1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1611 return NULL;
1625 } 1612 }
1626 } 1613 }
1614
1627 newob->nrof=nr; 1615 newob->nrof = nr;
1628 1616
1629 return newob; 1617 return newob;
1630} 1618}
1631 1619
1632/* 1620/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1622 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1636 * 1624 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1626 */
1639 1627
1628object *
1640object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1641{ 1630{
1642 object *tmp; 1631 object *tmp;
1643 player *pl; 1632 player *pl;
1644 1633
1645 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1635 return op;
1647 1636
1648 if (i > op->nrof) 1637 if (i > op->nrof)
1649 i = op->nrof; 1638 i = op->nrof;
1650 1639
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1652 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1653 op->nrof -= i; 1689 op->nrof -= i;
1654 } 1690 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 } 1691 {
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); 1692 remove_ob (op);
1682 op->nrof = 0; 1693 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1694 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1695
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 */ 1696 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1701 if (op->nrof) 1700 if (op->nrof)
1702 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1703 else 1702 else
1704 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1705 } 1704 }
1706 } 1705 }
1707 1706
1708 if (op->nrof) { 1707 if (op->nrof)
1709 return op; 1708 return op;
1710 } else { 1709 else
1710 {
1711 free_object (op); 1711 free_object (op);
1712 return NULL; 1712 return NULL;
1713 } 1713 }
1714} 1714}
1715 1715
1716/* 1716/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1719 */ 1719 */
1720 1720
1721void
1721void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1722 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1723 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1728
1726 op->carrying+=weight; 1729 op->carrying += weight;
1727 op=op->env; 1730 op = op->env;
1728 } 1731 }
1729} 1732}
1730 1733
1731/* 1734/*
1732 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1733 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1740 * 1743 *
1741 * The function returns now pointer to inserted item, and return value can 1744 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1743 */ 1746 */
1744 1747
1748object *
1745object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1746 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1747 1754
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1751 return op; 1760 return op;
1752 } 1761 }
1762
1753 if(where==NULL) { 1763 if (where == NULL)
1754 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1756 return op; 1768 return op;
1757 } 1769 }
1770
1758 if (where->head) { 1771 if (where->head)
1759 LOG(llevDebug, 1772 {
1760 "Warning: Tried to insert object wrong part of multipart object.\n"); 1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head; 1774 where = where->head;
1762 } 1775 }
1776
1763 if (op->more) { 1777 if (op->more)
1778 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1780 return op;
1767 } 1781 }
1782
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1785 if (op->nrof)
1786 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1773 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1791 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1778 */ 1795 */
1779 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1782 op = tmp; 1799 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1802 break;
1786 } 1803 }
1787 1804
1788 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1807 * (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 1808 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1809 * the linking below
1793 */ 1810 */
1794 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1795 } else 1813 else
1796 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1797 1815
1798 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1799 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1820 fix_player (otmp);
1802 } 1821 }
1803 1822
1804 op->map=NULL; 1823 op->map = NULL;
1805 op->env=where; 1824 op->env = where;
1806 op->above=NULL; 1825 op->above = NULL;
1807 op->below=NULL; 1826 op->below = NULL;
1808 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1809 1828
1810 /* reset the light list and los of the players on the map */ 1829 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1812 { 1831 {
1813#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1818 } 1837 }
1819 1838
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1839 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1840 * It sure simplifies this function...
1822 */ 1841 */
1823 if (where->inv==NULL) 1842 if (where->inv == NULL)
1824 where->inv=op; 1843 where->inv = op;
1825 else { 1844 else
1845 {
1826 op->below = where->inv; 1846 op->below = where->inv;
1827 op->below->above = op; 1847 op->below->above = op;
1828 where->inv = op; 1848 where->inv = op;
1829 } 1849 }
1830 return op; 1850 return op;
1831} 1851}
1832 1852
1833/* 1853/*
1834 * Checks if any objects has a move_type that matches objects 1854 * 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 1869 * 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 1870 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1871 * on top.
1852 */ 1872 */
1853 1873
1874int
1854int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
1855{ 1876{
1856 object *tmp; 1877 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1878 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
1860 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
1861 1882
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1884 return 0;
1864 1885
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1886 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); 1887 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); 1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1889
1871 /* if nothing on this space will slow op down or be applied, 1890 /* 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 1891 * 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 1892 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1893 * as walking.
1875 */ 1894 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1896 return 0;
1878 1897
1879 /* This is basically inverse logic of that below - basically, 1898 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1899 * 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 1900 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1901 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1902 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1903 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; 1904 return 0;
1886 1905
1887 /* The objects have to be checked from top to bottom. 1906 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1907 * Hence, we first go to the top:
1889 */ 1908 */
1890 1909
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1910 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) { 1911 {
1893 /* Trim the search when we find the first other spell effect 1912 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1913 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1914 * we don't need to check all of them.
1896 */ 1915 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
1898 } 1921 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1922 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1923 continue; /* Can't apply yourself */
1901 1924
1902 /* Check to see if one of the movement types should be slowed down. 1925 /* 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 1926 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1927 * (~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 1928 * 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. 1929 * swim on that space, can't use it to avoid the penalty.
1907 */ 1930 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1933 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)) { 1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1912 1936
1913 float diff; 1937 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1916 if (op->type == PLAYER) { 1940 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1941 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))) { 1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1943 diff /= 4.0;
1920 } 1944
1921 }
1922 op->speed_left -= diff; 1945 op->speed_left -= diff;
1923 } 1946 }
1924 } 1947 }
1925 1948
1926 /* Basically same logic as above, except now for actual apply. */ 1949 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1950 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)) { 1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1952 {
1931 move_apply(tmp, op, originator); 1953 move_apply (tmp, op, originator);
1954
1932 if (was_destroyed (op, tag)) 1955 if (op->destroyed ())
1933 return 1; 1956 return 1;
1934 1957
1935 /* what the person/creature stepped onto has moved the object 1958 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1959 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1960 * have a feeling strange problems would result.
1938 */ 1961 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
1940 } 1964 }
1941 } 1965 }
1966
1942 return 0; 1967 return 0;
1943} 1968}
1944 1969
1945/* 1970/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
1949 */ 1974 */
1950 1975
1976object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
1952 object *tmp; 1979 object *
1980 tmp;
1981
1953 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1985 return NULL;
1956 } 1986 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1988 if (tmp->arch == at)
1959 return tmp; 1989 return tmp;
1960 return NULL; 1990 return NULL;
1961} 1991}
1962 1992
1963/* 1993/*
1964 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
1967 */ 1997 */
1968 1998
1999object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
1970 object *tmp; 2002 object *
2003 tmp;
2004
1971 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
1972 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 2008 return NULL;
1974 } 2009 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 2011 if (tmp->type == type)
1977 return tmp; 2012 return tmp;
1978 return NULL; 2013 return NULL;
1979} 2014}
1980 2015
1981/* 2016/*
1982 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
1985 */ 2020 */
1986 2021
2022object *
1987object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
1988 object *tmp; 2025 object *
2026 tmp;
2027
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 2029 if (tmp->type == type)
1991 return tmp; 2030 return tmp;
1992 return NULL; 2031 return NULL;
1993} 2032}
1994 2033
1995/* 2034/*
2005 * the object name, not the archetype name. this is so that the 2044 * 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 2045 * spell code can use one object type (force), but change it's name
2007 * to be unique. 2046 * to be unique.
2008 */ 2047 */
2009 2048
2049object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 2050present_in_ob_by_name (int type, const char *str, const object *op)
2051{
2011 object *tmp; 2052 object *
2053 tmp;
2012 2054
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2058 return tmp;
2016 } 2059 }
2017 return NULL; 2060 return NULL;
2018} 2061}
2019 2062
2020/* 2063/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
2024 */ 2067 */
2025 2068
2069object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
2027 object *tmp; 2072 object *
2073 tmp;
2074
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 2076 if (tmp->arch == at)
2030 return tmp; 2077 return tmp;
2031 return NULL; 2078 return NULL;
2032} 2079}
2033 2080
2034/* 2081/*
2035 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
2036 */ 2083 */
2084void
2037void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
2038 object *tmp; 2087 object *
2088 tmp;
2089
2039 if(op->inv) 2090 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
2041 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
2043 } 2095 }
2044}/* 2096} /*
2045 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
2046 */ 2098 */
2099void
2047void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
2048 object *tmp; 2102 object *
2103 tmp;
2104
2049 if(op->inv) 2105 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
2051 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
2053 } 2110 }
2054} 2111}
2055 2112
2056/* 2113/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 2116 * 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. 2117 * him/her-self and all object carried by a call to this function.
2061 */ 2118 */
2062 2119
2120void
2063void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
2066} 2125}
2067 2126
2068/* 2127/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2128 * 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 2129 * 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 2144 * 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 2145 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2146 * customized, changed states, etc.
2088 */ 2147 */
2089 2148
2149int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{
2152 int
2153 i,
2091 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
2092 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
2093 2157
2094 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2161 if (!flag)
2097 altern[index++]=i; 2162 altern[index++] = i;
2098 2163
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2164 /* 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. 2165 * 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 - 2166 * 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 2167 * 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 2168 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2106 */ 2171 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2173 stop = maxfree[i];
2109 } 2174 }
2110 if(!index) return -1; 2175 if (!index)
2176 return -1;
2111 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2112} 2178}
2113 2179
2114/* 2180/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2183 * 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. 2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2185 */
2120 2186
2187int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2188find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{
2190 int
2122 int i; 2191 i;
2192
2123 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2196 return i;
2126 } 2197 }
2127 return -1; 2198 return -1;
2128} 2199}
2129 2200
2130/* 2201/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2133 */ 2204 */
2205static void
2134static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2135{ 2207{
2136 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2137 2213
2138 len = end-begin; 2214 len = end - begin;
2139 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2140 { 2216 {
2141 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2142 2218
2143 tmp = arr[i]; 2219 tmp = arr[i];
2144 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2145 arr[j] = tmp; 2221 arr[j] = tmp;
2146 } 2222 }
2147} 2223}
2148 2224
2149/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2226 * 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 2227 * 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 2228 * 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 2229 * 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. 2230 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2231 */
2232void
2156void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2157{ 2234{
2235 int
2158 int i; 2236 i;
2159 2237
2160 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2161 { 2239 {
2162 search_arr[i] = i; 2240 search_arr[i] = i;
2163 } 2241 }
2164 2242
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2246}
2169 2247
2170/* 2248/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2249 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2178 * is actually want is going to try and move there. We need this info 2256 * 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 2257 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2258 * there is capable of.
2181 */ 2259 */
2182 2260
2261int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2262find_dir (maptile *m, int x, int y, object *exclude)
2263{
2264 int
2265 i,
2184 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2185 sint16 nx, ny; 2268 sint16 nx, ny;
2186 object *tmp; 2269 object *
2187 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2188 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2189 2275
2190 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2191 exclude = exclude->head; 2278 exclude = exclude->head;
2192 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2193 } else { 2280 }
2281 else
2282 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2283 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2196 } 2288 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2289 mp = m;
2200 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2202 2292
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2204 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2205 max = maxfree[i]; 2296 max = maxfree[i];
2297 }
2206 } else { 2298 else
2299 {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2208 2301
2209 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2303 {
2210 max=maxfree[i]; 2304 max = maxfree[i];
2305 }
2211 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2215 break; 2312 break;
2216 } 2313 }
2217 } 2314 }
2218 if(tmp) { 2315 if (tmp)
2316 {
2219 return freedir[i]; 2317 return freedir[i];
2220 } 2318 }
2221 } 2319 }
2222 } 2320 }
2223 } 2321 }
2224 return 0; 2322 return 0;
2225} 2323}
2226 2324
2227/* 2325/*
2228 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2327 * distance between the two given objects.
2230 */ 2328 */
2231 2329
2330int
2232int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2233 int i; 2333 int
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2236 return i; 2337 return i;
2237} 2338}
2238 2339
2239/* 2340/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2341 * 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 2342 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2243 */ 2344 */
2244 2345
2346int
2245int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2246 int q; 2349 int
2350 q;
2247 2351
2248 if(y) 2352 if (y)
2249 q=x*100/y; 2353 q = x * 100 / y;
2250 else if (x) 2354 else if (x)
2251 q= -300*x; 2355 q = -300 * x;
2252 else 2356 else
2253 return 0; 2357 return 0;
2254 2358
2255 if(y>0) { 2359 if (y > 0)
2360 {
2256 if(q < -242) 2361 if (q < -242)
2257 return 3 ; 2362 return 3;
2258 if (q < -41) 2363 if (q < -41)
2259 return 2 ; 2364 return 2;
2260 if (q < 41) 2365 if (q < 41)
2261 return 1 ; 2366 return 1;
2262 if (q < 242) 2367 if (q < 242)
2263 return 8 ; 2368 return 8;
2264 return 7 ; 2369 return 7;
2265 } 2370 }
2266 2371
2267 if (q < -242) 2372 if (q < -242)
2268 return 7 ; 2373 return 7;
2269 if (q < -41) 2374 if (q < -41)
2270 return 6 ; 2375 return 6;
2271 if (q < 41) 2376 if (q < 41)
2272 return 5 ; 2377 return 5;
2273 if (q < 242) 2378 if (q < 242)
2274 return 4 ; 2379 return 4;
2275 2380
2276 return 3 ; 2381 return 3;
2277} 2382}
2278 2383
2279/* 2384/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2283 */ 2388 */
2284 2389
2390int
2285int absdir(int d) { 2391absdir (int d)
2286 while(d<1) d+=8; 2392{
2287 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2288 return d; 2397 return d;
2289} 2398}
2290 2399
2291/* 2400/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2403 */
2295 2404
2405int
2296int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2297 int d; 2408 int
2409 d;
2410
2298 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2299 if(d>4) 2412 if (d > 4)
2300 d = 8 - d; 2413 d = 8 - d;
2301 return d; 2414 return d;
2302} 2415}
2303 2416
2304/* peterm: 2417/* peterm:
2309 * direction 4, 14, or 16 to get back to where we are. 2422 * 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 2423 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2424 * functions.
2312 */ 2425 */
2313 2426
2427int
2314int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2364 2479
2365/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2483 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2370 */ 2485 */
2371
2372 2486
2487
2488int
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2374 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2375 int mflags; 2493 mflags;
2376 2494
2495 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2378 2497
2379 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2381 2500
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2502
2384 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2506 * 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 2507 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2508 * at least its move type.
2390 */ 2509 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2392 2512
2393 /* yes, can see. */ 2513 /* yes, can see. */
2394 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2517 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} 2518}
2399 2519
2400 2520
2401 2521
2402/* 2522/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2523 * 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 2524 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2406 * 2526 *
2408 * core dumps if they do. 2528 * core dumps if they do.
2409 * 2529 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2530 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2531 */
2412 2532
2533int
2413int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !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} 2539}
2419 2540
2420 2541
2421/* 2542/*
2422 * create clone from object to another 2543 * create clone from object to another
2423 */ 2544 */
2545object *
2424object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2426 2550
2551 if (!asrc)
2427 if(!asrc) return NULL; 2552 return NULL;
2428 src = asrc; 2553 src = asrc;
2429 if(src->head) 2554 if (src->head)
2430 src = src->head; 2555 src = src->head;
2431 2556
2432 prev = NULL; 2557 prev = NULL;
2433 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2434 tmp = get_object(); 2560 tmp = get_object ();
2435 copy_object(part,tmp); 2561 copy_object (part, tmp);
2436 tmp->x -= src->x; 2562 tmp->x -= src->x;
2437 tmp->y -= src->y; 2563 tmp->y -= src->y;
2438 if(!part->head) { 2564 if (!part->head)
2565 {
2439 dst = tmp; 2566 dst = tmp;
2440 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2441 } else { 2569 else
2570 {
2442 tmp->head = dst; 2571 tmp->head = dst;
2443 } 2572 }
2444 tmp->more = NULL; 2573 tmp->more = NULL;
2445 if(prev) 2574 if (prev)
2446 prev->more = tmp; 2575 prev->more = tmp;
2447 prev = tmp; 2576 prev = tmp;
2448 } 2577 }
2449 /*** copy inventory ***/ 2578
2450 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2581
2454 return dst; 2582 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} 2583}
2464 2584
2465/* GROS - Creates an object using a string representing its content. */ 2585/* 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 */ 2586/* 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, */ 2587/* 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. */ 2588/* 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. */ 2589/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2471 2591
2592object *
2472object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2473{ 2594{
2474 object *op; 2595 object *op;
2475 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2599
2478 FILE *tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2479 if (tempfile == NULL) 2602 if (tempfile == NULL)
2480 { 2603 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2605 return NULL;
2483 }; 2606 }
2607
2484 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2609 fclose (tempfile);
2486 2610
2487 op=get_object(); 2611 op = get_object ();
2488 2612
2489 object_thawer thawer (filename); 2613 object_thawer thawer (filename);
2490 2614
2491 if (thawer) 2615 if (thawer)
2492 load_object(thawer,op,0); 2616 load_object (thawer, op, 0);
2493 2617
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2496 2620
2497 return op; 2621 return op;
2498} 2622}
2499 2623
2500/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2625 * has the same type and subtype match.
2502 * returns NULL if no match. 2626 * returns NULL if no match.
2503 */ 2627 */
2628object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2630{
2506 object *tmp; 2631 object *tmp;
2507 2632
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2510 2636
2511 return NULL; 2637 return NULL;
2512} 2638}
2513 2639
2514/* If ob has a field named key, return the link from the list, 2640/* If ob has a field named key, return the link from the list,
2515 * otherwise return NULL. 2641 * otherwise return NULL.
2516 * 2642 *
2517 * key must be a passed in shared string - otherwise, this won't 2643 * key must be a passed in shared string - otherwise, this won't
2518 * do the desired thing. 2644 * do the desired thing.
2519 */ 2645 */
2646key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2521 key_value * link; 2649 key_value *link;
2522 2650
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2524 if (link->key == key) { 2652 if (link->key == key)
2525 return link; 2653 return link;
2526 } 2654
2527 }
2528
2529 return NULL; 2655 return NULL;
2530} 2656}
2531 2657
2532/* 2658/*
2533 * Returns the value of op has an extra_field for key, or NULL. 2659 * Returns the value of op has an extra_field for key, or NULL.
2534 * 2660 *
2535 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2536 * 2662 *
2537 * The returned string is shared. 2663 * The returned string is shared.
2538 */ 2664 */
2665const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2540 key_value * link; 2668 key_value *link;
2541 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2542 2672 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2677 */
2551 return NULL; 2678 return 0;
2552 } 2679 }
2553 2680
2554 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2556 */ 2683 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2559 return link->value; 2686 return link->value;
2560 } 2687
2561 } 2688 return 0;
2562 return NULL;
2563} 2689}
2564 2690
2565 2691
2566/* 2692/*
2567 * Updates the canonical_key in op to value. 2693 * Updates the canonical_key in op to value.
2571 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys. 2698 * keys.
2573 * 2699 *
2574 * Returns TRUE on success. 2700 * Returns TRUE on success.
2575 */ 2701 */
2702int
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{
2705 key_value *
2577 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2578 2707
2579 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2580 if (field->key != canonical_key) { 2710 if (field->key != canonical_key)
2711 {
2581 last = field; 2712 last = field;
2582 continue; 2713 continue;
2583 } 2714 }
2584 2715
2585 if (value) 2716 if (value)
2586 field->value = value; 2717 field->value = value;
2587 else { 2718 else
2719 {
2588 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2723 * we get this value back again.
2592 */ 2724 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0; 2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2595 else 2731 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2732 op->key_values = field->next;
2599 2733
2600 delete field; 2734 delete field;
2601 } 2735 }
2602 } 2736 }
2603 return TRUE; 2737 return TRUE;
2604 } 2738 }
2605 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2606 2740
2607 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2608 2744 {
2609 if (!add_key) {
2610 return FALSE; 2745 return FALSE;
2611 } 2746 }
2612 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2616 * should pass in "" 2751 * should pass in ""
2617 */ 2752 */
2618 if (value == NULL) return TRUE; 2753 if (value == NULL)
2619
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 return TRUE; 2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2629} 2765}
2630 2766
2631/* 2767/*
2632 * Updates the key in op to value. 2768 * Updates the key in op to value.
2633 * 2769 *
2635 * and not add new ones. 2771 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key 2772 * In general, should be little reason FALSE is ever passed in for add_key
2637 * 2773 *
2638 * Returns TRUE on success. 2774 * Returns TRUE on success.
2639 */ 2775 */
2776int
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2641{ 2778{
2642 shstr key_ (key); 2779 shstr key_ (key);
2780
2643 return set_ob_key_value_s (op, key_, value, add_key); 2781 return set_ob_key_value_s (op, key_, value, add_key);
2644} 2782}
2783
2784object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container)
2786{
2787 while (item->inv)
2788 item = item->inv;
2789}
2790
2791void
2792object::depth_iterator::next ()
2793{
2794 if (item->below)
2795 {
2796 item = item->below;
2797
2798 while (item->inv)
2799 item = item->inv;
2800 }
2801 else
2802 item = item->env;
2803}
2804
2805// return a suitable string describing an objetc in enough detail to find it
2806const char *
2807object::debug_desc (char *info) const
2808{
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825}
2826
2827const char *
2828object::debug_desc () const
2829{
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832}
2833

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines