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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short 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, 45short 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short 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, 48short 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,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
512 422
513void 423void
514free_all_object_data () 424free_all_object_data ()
515{ 425{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 427}
539 428
540/* 429/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 431 * skill and experience objects.
575 } 464 }
576 465
577 op->key_values = 0; 466 op->key_values = 0;
578} 467}
579 468
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 469/*
633 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 475 * will point at garbage.
639 */ 476 */
640void 477void
641copy_object (object *op2, object *op) 478object::copy_to (object *dst)
642{ 479{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 482
646 op2->clone (op); 483 *(object_copy *)dst = *this;
647 484
648 if (is_freed) 485 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
650 if (is_removed) 488 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
652 490
653 if (op2->speed < 0) 491 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 493
656 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
657 if (op2->key_values) 495 if (key_values)
658 { 496 {
659 key_value *tail = 0; 497 key_value *tail = 0;
660 key_value *i; 498 key_value *i;
661 499
662 op->key_values = 0; 500 dst->key_values = 0;
663 501
664 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
665 { 503 {
666 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
667 505
668 new_link->next = 0; 506 new_link->next = 0;
669 new_link->key = i->key; 507 new_link->key = i->key;
670 new_link->value = i->value; 508 new_link->value = i->value;
671 509
672 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
673 if (!op->key_values) 511 if (!dst->key_values)
674 { 512 {
675 op->key_values = new_link; 513 dst->key_values = new_link;
676 tail = new_link; 514 tail = new_link;
677 } 515 }
678 else 516 else
679 { 517 {
680 tail->next = new_link; 518 tail->next = new_link;
681 tail = new_link; 519 tail = new_link;
682 } 520 }
683 } 521 }
684 } 522 }
685 523
686 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
687} 533}
688 534
689/* 535/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
693 */ 539 */
694
695void 540void
696update_turn_face (object *op) 541update_turn_face (object *op)
697{ 542{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 544 return;
545
700 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
702} 548}
703 549
704/* 550/*
705 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
708 */ 554 */
709void 555void
710update_ob_speed (object *op) 556object::set_speed (float speed)
711{ 557{
712 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 559 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 561 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 562 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 563
737 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 565
741 if (op->active_next != NULL) 566 if (has_active_speed ())
742 op->active_next->active_prev = op; 567 activate ();
743
744 active_objects = op;
745 }
746 else 568 else
747 { 569 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 570}
771 571
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 572/*
804 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 576 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
811 * 580 *
812 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 582 * current action are:
818 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
823 */ 588 */
824
825void 589void
826update_object (object *op, int action) 590update_object (object *op, int action)
827{ 591{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
830 593
831 if (op == NULL) 594 if (op == NULL)
832 { 595 {
833 /* this should never happen */ 596 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 598 return;
836 } 599 }
837 600
838 if (op->env != NULL) 601 if (op->env)
839 { 602 {
840 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
841 * to do in this case. 604 * to do in this case.
842 */ 605 */
843 return; 606 return;
848 */ 611 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 613 return;
851 614
852 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 617 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 619#ifdef MANY_CORES
857 abort (); 620 abort ();
858#endif 621#endif
859 return; 622 return;
860 } 623 }
861 624
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
869 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
870 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 642 * to have move_allow right now.
894 */ 643 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 646 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 647 }
901 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 650 * that is being removed.
904 */ 651 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 653 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
909 else 656 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 658
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 659 if (op->more)
919 update_object (op->more, action); 660 update_object (op->more, action);
920} 661}
921 662
922static unordered_vector<object *> mortals; 663object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940 664
941object::object () 665object::object ()
942{ 666{
943 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
944 668
945 expmul = 1.0; 669 expmul = 1.0;
946 face = blank_face; 670 face = blank_face;
947 attacked_by_count = -1;
948} 671}
949 672
950object::~object () 673object::~object ()
951{ 674{
952 free_key_values (this); 675 free_key_values (this);
953} 676}
954 677
955void object::link () 678void object::link ()
956{ 679{
957 count = ++ob_count; 680 uuid = gen_uuid ();
958 681
959 prev = 0; 682 refcnt_inc ();
960 next = objects; 683 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 684}
967 685
968void object::unlink () 686void object::unlink ()
969{ 687{
970 count = 0; 688 objects.erase (this);
971 uuid = gen_uuid (); 689 refcnt_dec ();
690}
972 691
973 if (this == objects) 692void
974 objects = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
975 698
976 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
977 if (prev) 700 actives.insert (this);
978 { 701}
979 prev->next = next; 702
980 prev = 0; 703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
981 } 743 {
982 744 op->flag [flag] = value;
983 if (next) 745 op->set_flag_inv (flag, value);
984 { 746 }
985 next->prev = prev; 747}
986 next = 0; 748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
987 } 795 }
988} 796}
989 797
990object *object::create () 798object *object::create ()
991{ 799{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 800 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 801 op->link ();
1006 return op; 802 return op;
1007} 803}
1008 804
1009/* 805void
1010 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 807{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
1022 return; 818 return;
1023 819
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
1025 remove_friendly_object (this);
1026 821
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
1028 remove_ob (this);
1029 823
1030 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
1031 851
1032 if (more) 852 if (more)
1033 { 853 {
1034 more->free (free_inventory); 854 more->destroy ();
1035 more = 0; 855 more = 0;
1036 } 856 }
1037 857
1038 if (inv) 858 // clear those pointers that likely might have circular references to us
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0; 859 owner = 0;
860 enemy = 0;
861 attacked_by = 0;
862}
1081 863
1082 /* Remove object from the active list */ 864void
1083 speed = 0; 865object::destroy (bool destroy_inventory)
1084 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1085 869
1086 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1087 872
1088 mortals.push_back (this); 873 attachable::destroy ();
1089} 874}
1090 875
1091/* 876/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1094 */ 879 */
1095
1096void 880void
1097sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1098{ 882{
1099 while (op != NULL) 883 while (op != NULL)
1100 { 884 {
1101 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 887
1105 op->carrying -= weight; 888 op->carrying -= weight;
1106 op = op->env; 889 op = op->env;
1107 } 890 }
1108} 891}
1109 892
1110/* remove_ob(op): 893/* op->remove ():
1111 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 898 * the previous environment.
1116 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1117 */ 900 */
1118
1119void 901void
1120remove_ob (object *op) 902object::remove ()
1121{ 903{
904 object *tmp, *last = 0;
1122 object * 905 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 906
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 908 return;
1141 909
1142 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1143 912
1144 if (op->more != NULL) 913 if (more)
1145 remove_ob (op->more); 914 more->remove ();
1146 915
1147 /* 916 /*
1148 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1149 * inventory. 918 * inventory.
1150 */ 919 */
1151 if (op->env != NULL) 920 if (env)
1152 { 921 {
1153 if (op->nrof) 922 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1155 else 924 else
1156 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1157 926
1158 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 929 * to save cpu time.
1161 */ 930 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 932 otmp->update_stats ();
1164 933
1165 if (op->above != NULL) 934 if (above)
1166 op->above->below = op->below; 935 above->below = below;
1167 else 936 else
1168 op->env->inv = op->below; 937 env->inv = below;
1169 938
1170 if (op->below != NULL) 939 if (below)
1171 op->below->above = op->above; 940 below->above = above;
1172 941
1173 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1176 */ 945 */
1177 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1178 op->map = op->env->map; 947 map = env->map;
1179 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1180 op->env = NULL; 949 env = 0;
1181 } 950 }
1182 else if (op->map) 951 else if (map)
1183 { 952 {
1184 x = op->x; 953 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 } 954 {
1198 955 --map->players;
1199 if (op->map != m) 956 map->touch ();
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */ 957 }
958
959 map->dirty = true;
1206 960
1207 /* link the object above us */ 961 /* link the object above us */
1208 if (op->above) 962 if (above)
1209 op->above->below = op->below; 963 above->below = below;
1210 else 964 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1212 966
1213 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1214 if (op->below) 968 if (below)
1215 op->below->above = op->above; 969 below->above = above;
1216 else 970 else
1217 { 971 {
1218 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1220 * evident 974 * evident
1221 */ 975 */
1222 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1223 { 977 {
1224 dump_object (op); 978 char *dump = dump_object (this);
1225 LOG (llevError, 979 LOG (llevError,
1226 "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); 980 "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);
981 free (dump);
1227 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1228 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1229 } 985 }
1230 986
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1232 } 988 }
1233 989
1234 op->above = 0; 990 above = 0;
1235 op->below = 0; 991 below = 0;
1236 992
1237 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1238 return; 994 return;
1239 995
1240 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 997
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1244 { 999 {
1245 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1246 * being removed. 1001 * being removed.
1247 */ 1002 */
1248 1003
1249 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1250 { 1005 {
1251 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1253 * appropriately. 1008 * appropriately.
1254 */ 1009 */
1255 if (tmp->container == op) 1010 if (tmp->container == this)
1256 { 1011 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1013 tmp->container = 0;
1259 } 1014 }
1260 1015
1261 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1262 } 1018 }
1263 1019
1264 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1024 {
1267 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1268 1026
1269 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1029 }
1274 1030
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1278 tmp->above = NULL; 1034 tmp->above = 0;
1279 1035
1280 last = tmp; 1036 last = tmp;
1281 } 1037 }
1282 1038
1283 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1041 if (!last)
1285 { 1042 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1043 else
1295 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1296 1045
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1299 } 1048 }
1300} 1049}
1301 1050
1302/* 1051/*
1303 * merge_ob(op,top): 1052 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1312{ 1061{
1313 if (!op->nrof) 1062 if (!op->nrof)
1314 return 0; 1063 return 0;
1315 1064
1316 if (top == NULL) 1065 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1318 1068
1319 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1320 { 1070 {
1321 if (top == op) 1071 if (top == op)
1322 continue; 1072 continue;
1323 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1324 { 1075 {
1325 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1326 1077
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1080 op->destroy ();
1330 free_object (op);
1331 return top; 1081 return top;
1332 } 1082 }
1333 } 1083 }
1334 1084
1335 return NULL; 1085 return 0;
1336} 1086}
1337 1087
1338/* 1088/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1340 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1341 */ 1091 */
1342object * 1092object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1094{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1096 {
1352 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1354 } 1099 }
1355 1100
1374 * Return value: 1119 * Return value:
1375 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1122 * just 'op' otherwise
1378 */ 1123 */
1379
1380object * 1124object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1126{
1383 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1384 sint16 x, y; 1128 sint16 x, y;
1385 1129
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1387 { 1131 {
1388 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL; 1133 return NULL;
1390 } 1134 }
1391 1135
1392 if (m == NULL) 1136 if (!m)
1393 { 1137 {
1394 dump_object (op); 1138 char *dump = dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1396 return op; 1141 return op;
1397 } 1142 }
1398 1143
1399 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1400 { 1145 {
1401 dump_object (op); 1146 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1148#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1149 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1150 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1151 * improperly inserted.
1407 */ 1152 */
1408 abort (); 1153 abort ();
1409#endif 1154#endif
1155 free (dump);
1410 return op; 1156 return op;
1411 } 1157 }
1412 1158
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 { 1160 {
1415 dump_object (op); 1161 char *dump = dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1417 return op; 1164 return op;
1418 } 1165 }
1419 1166
1420 if (op->more != NULL) 1167 if (op->more)
1421 { 1168 {
1422 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1423 1170
1424 object *more = op->more; 1171 object *more = op->more;
1425 1172
1426 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1427 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1430 */ 1177 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map) 1180 else if (!more->map)
1434 { 1181 {
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 { 1189 {
1443 if (!op->head) 1190 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1192
1446 return NULL; 1193 return 0;
1447 } 1194 }
1448 } 1195 }
1449 1196
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1198
1458 y = op->y; 1205 y = op->y;
1459 1206
1460 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1461 */ 1208 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1465 { 1212 {
1466 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1214 tmp->destroy ();
1468 free_object (tmp);
1469 } 1215 }
1470 1216
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1219
1486 op->below = originator->below; 1232 op->below = originator->below;
1487 1233
1488 if (op->below) 1234 if (op->below)
1489 op->below->above = op; 1235 op->below->above = op;
1490 else 1236 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1492 1238
1493 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1494 originator->below = op; 1240 originator->below = op;
1495 } 1241 }
1496 else 1242 else
1497 { 1243 {
1498 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 { 1246 {
1501 object *last = NULL; 1247 object *last = 0;
1502 1248
1503 /* 1249 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1514 */ 1260 */
1515
1516 while (top != NULL) 1261 while (top)
1517 { 1262 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1264 floor = top;
1520 1265
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1289 * stacking is a bit odd.
1545 */ 1290 */
1546 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 { 1293 {
1549 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1296 break;
1552 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575 1320
1576 if (op->above) 1321 if (op->above)
1577 op->above->below = op; 1322 op->above->below = op;
1578 1323
1579 op->below = NULL; 1324 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1581 } 1326 }
1582 else 1327 else
1583 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1584 op->above = top->above; 1329 op->above = top->above;
1585 1330
1588 1333
1589 op->below = top; 1334 op->below = top;
1590 top->above = op; 1335 top->above = op;
1591 } 1336 }
1592 1337
1593 if (op->above == NULL) 1338 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1596 1341
1597 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1598 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1599 1350
1600 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1602 */ 1353 */
1603 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1605 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1607 1358
1608 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1366 * of effect may be sufficient.
1616 */ 1367 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1619 1370
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1622 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1623 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1625 * 1378 *
1626 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1382 * update_object().
1631 1384
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1387 {
1635 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1636 return NULL; 1389 return 0;
1637 1390
1638 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1392 * walk on's.
1640 */ 1393 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1643 return NULL; 1396 return 0;
1644 } 1397 }
1645 1398
1646 return op; 1399 return op;
1647} 1400}
1648 1401
1649/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1652 */ 1405 */
1653void 1406void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1408{
1656 object * 1409 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1410
1661 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1662 1412
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1415 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1416
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1418
1674 tmp1->x = op->x; 1419 tmp1->x = op->x;
1675 tmp1->y = op->y; 1420 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1677} 1428}
1678 1429
1679/* 1430/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1435 * global static errmsg array.
1685 */ 1436 */
1686
1687object * 1437object *
1688get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1689{ 1439{
1690 object * 1440 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1442
1695 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1696 { 1444 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1446 return NULL;
1699 } 1447 }
1700 1448
1701 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1702 1450
1703 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1704 { 1452 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1453 else if (!is_removed)
1710 { 1454 {
1711 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1733 1477
1734object * 1478object *
1735decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1736{ 1480{
1737 object *tmp; 1481 object *tmp;
1738 player *pl;
1739 1482
1740 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1484 return op;
1742 1485
1743 if (i > op->nrof) 1486 if (i > op->nrof)
1744 i = op->nrof; 1487 i = op->nrof;
1745 1488
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1490 op->nrof -= i;
1748 else if (op->env != NULL) 1491 else if (op->env)
1749 { 1492 {
1750 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1751 * therein? 1494 * therein?
1752 */ 1495 */
1753 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1501 * and then searching the map for a player.
1759 */ 1502 */
1760 if (!tmp) 1503 if (!tmp)
1761 { 1504 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1764 break; 1508 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1509 }
1770 1510
1771 if (i < op->nrof) 1511 if (i < op->nrof)
1772 { 1512 {
1773 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1514 op->nrof -= i;
1775 if (tmp) 1515 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1778 }
1779 } 1517 }
1780 else 1518 else
1781 { 1519 {
1782 remove_ob (op); 1520 op->remove ();
1783 op->nrof = 0; 1521 op->nrof = 0;
1784 if (tmp) 1522 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1524 }
1789 } 1525 }
1790 else 1526 else
1791 { 1527 {
1792 object *above = op->above; 1528 object *above = op->above;
1793 1529
1794 if (i < op->nrof) 1530 if (i < op->nrof)
1795 op->nrof -= i; 1531 op->nrof -= i;
1796 else 1532 else
1797 { 1533 {
1798 remove_ob (op); 1534 op->remove ();
1799 op->nrof = 0; 1535 op->nrof = 0;
1800 } 1536 }
1801 1537
1802 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1805 { 1541 {
1806 if (op->nrof) 1542 if (op->nrof)
1807 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1808 else 1544 else
1812 1548
1813 if (op->nrof) 1549 if (op->nrof)
1814 return op; 1550 return op;
1815 else 1551 else
1816 { 1552 {
1817 free_object (op); 1553 op->destroy ();
1818 return NULL; 1554 return 0;
1819 } 1555 }
1820} 1556}
1821 1557
1822/* 1558/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1835 op->carrying += weight; 1571 op->carrying += weight;
1836 op = op->env; 1572 op = op->env;
1837 } 1573 }
1838} 1574}
1839 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1840/* 1596/*
1841 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1842 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1843 * inside the object environment. 1599 * inside the object environment.
1844 * 1600 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1852 */ 1603 */
1853 1604
1854object * 1605object *
1855insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1856{ 1607{
1857 object * 1608 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1609
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1611 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1612
1881 if (op->more) 1613 if (op->more)
1882 { 1614 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1616 return op;
1886 1618
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1621 if (op->nrof)
1890 { 1622 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1893 { 1625 {
1894 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1627 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1899 */ 1631 */
1900 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1903 op = tmp; 1635 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1638 break;
1907 } 1639 }
1908 1640
1909 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1645 * the linking below
1914 */ 1646 */
1915 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1916 } 1648 }
1917 else 1649 else
1918 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1919 1651
1920 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1655 otmp->update_stats ();
1925 }
1926 1656
1927 op->map = NULL; 1657 op->map = 0;
1928 op->env = where; 1658 op->env = this;
1929 op->above = NULL; 1659 op->above = 0;
1930 op->below = NULL; 1660 op->below = 0;
1931 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1932 1662
1933 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1935 { 1665 {
1936#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1941 } 1671 }
1942 1672
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1674 * It sure simplifies this function...
1945 */ 1675 */
1946 if (where->inv == NULL) 1676 if (!inv)
1947 where->inv = op; 1677 inv = op;
1948 else 1678 else
1949 { 1679 {
1950 op->below = where->inv; 1680 op->below = inv;
1951 op->below->above = op; 1681 op->below->above = op;
1952 where->inv = op; 1682 inv = op;
1953 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1954 return op; 1687 return op;
1955} 1688}
1956 1689
1957/* 1690/*
1958 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1972 * 1705 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1708 * on top.
1976 */ 1709 */
1977
1978int 1710int
1979check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1980{ 1712{
1981 object * 1713 object *tmp;
1982 tmp; 1714 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1989 1716
1990 MoveType 1717 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1718
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1720 return 0;
1997
1998 tag = op->count;
1999 1721
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1725
2019 1741
2020 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
2022 */ 1744 */
2023 1745
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1747 {
2026 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1750 * we don't need to check all of them.
2029 */ 1751 */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1788 {
2067 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2068 1790
2069 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2070 return 1; 1792 return 1;
2071 1793
2072 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2084/* 1806/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2088 */ 1810 */
2089
2090object * 1811object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1813{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2097 { 1815 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1817 return NULL;
2100 } 1818 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1821 if (tmp->arch == at)
2103 return tmp; 1822 return tmp;
1823
2104 return NULL; 1824 return NULL;
2105} 1825}
2106 1826
2107/* 1827/*
2108 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2111 */ 1831 */
2112
2113object * 1832object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2115{ 1834{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2120 { 1836 {
2121 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1838 return NULL;
2123 } 1839 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1842 if (tmp->type == type)
2126 return tmp; 1843 return tmp;
1844
2127 return NULL; 1845 return NULL;
2128} 1846}
2129 1847
2130/* 1848/*
2131 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2134 */ 1852 */
2135
2136object * 1853object *
2137present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2138{ 1855{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1857 if (tmp->type == type)
2144 return tmp; 1858 return tmp;
1859
2145 return NULL; 1860 return NULL;
2146} 1861}
2147 1862
2148/* 1863/*
2149 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1875 * to be unique.
2161 */ 1876 */
2162
2163object * 1877object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1879{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1882 return tmp;
2173 } 1883
2174 return NULL; 1884 return 0;
2175} 1885}
2176 1886
2177/* 1887/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2181 */ 1891 */
2182
2183object * 1892object *
2184present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2185{ 1894{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1896 if (tmp->arch == at)
2191 return tmp; 1897 return tmp;
1898
2192 return NULL; 1899 return NULL;
2193} 1900}
2194 1901
2195/* 1902/*
2196 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2197 */ 1904 */
2198void 1905void
2199flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2200{ 1907{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1908 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1910 {
2207 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2209 } 1913 }
2210} /* 1914}
1915
1916/*
2211 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2212 */ 1918 */
2213void 1919void
2214unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2215{ 1921{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1922 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1924 {
2222 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2224 } 1927 }
2225} 1928}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2232 */ 1935 */
2233
2234void 1936void
2235set_cheat (object *op) 1937set_cheat (object *op)
2236{ 1938{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1962 * customized, changed states, etc.
2261 */ 1963 */
2262
2263int 1964int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1966{
2266 int
2267 i,
2268 index = 0, flag; 1967 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2271 1969
2272 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2273 { 1971 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 1973 if (!flag)
2276 altern[index++] = i; 1974 altern [index++] = i;
2277 1975
2278 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2285 */ 1983 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 1985 stop = maxfree[i];
2288 } 1986 }
1987
2289 if (!index) 1988 if (!index)
2290 return -1; 1989 return -1;
1990
2291 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2292} 1992}
2293 1993
2294/* 1994/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 1999 */
2300
2301int 2000int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2002{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2005 return i;
2311 } 2006
2312 return -1; 2007 return -1;
2313} 2008}
2314 2009
2315/* 2010/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2014 */
2319static void 2015static void
2320permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2321{ 2017{
2322 int 2018 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2019 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2020
2333 tmp = arr[i]; 2021 while (--end)
2334 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2023}
2338 2024
2339/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2031 */
2346void 2032void
2347get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2348{ 2034{
2349 int 2035 int i;
2350 i;
2351 2036
2352 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2038 search_arr[i] = i;
2355 }
2356 2039
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2043}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2055 * there is capable of.
2373 */ 2056 */
2374
2375int 2057int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2059{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2381 2061
2382 sint16 nx, ny; 2062 sint16 nx, ny;
2383 object * 2063 object *tmp;
2384 tmp; 2064 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2065
2388 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2389 2067
2390 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2391 { 2069 {
2403 mp = m; 2081 mp = m;
2404 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2406 2084
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2408 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2088 max = maxfree[i];
2411 }
2412 else 2089 else
2413 { 2090 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2415 2094
2416 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2096 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2421 { 2098 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2102 break;
2427 } 2103
2428 }
2429 if (tmp) 2104 if (tmp)
2430 {
2431 return freedir[i]; 2105 return freedir[i];
2432 }
2433 } 2106 }
2434 } 2107 }
2435 } 2108 }
2109
2436 return 0; 2110 return 0;
2437} 2111}
2438 2112
2439/* 2113/*
2440 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2115 * distance between the two given objects.
2442 */ 2116 */
2443
2444int 2117int
2445distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2446{ 2119{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2121}
2453 2122
2454/* 2123/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2458 */ 2127 */
2459
2460int 2128int
2461find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2462{ 2130{
2463 int 2131 int q;
2464 q;
2465 2132
2466 if (y) 2133 if (y)
2467 q = x * 100 / y; 2134 q = x * 100 / y;
2468 else if (x) 2135 else if (x)
2469 q = -300 * x; 2136 q = -300 * x;
2504int 2171int
2505absdir (int d) 2172absdir (int d)
2506{ 2173{
2507 while (d < 1) 2174 while (d < 1)
2508 d += 8; 2175 d += 8;
2176
2509 while (d > 8) 2177 while (d > 8)
2510 d -= 8; 2178 d -= 8;
2179
2511 return d; 2180 return d;
2512} 2181}
2513 2182
2514/* 2183/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2517 */ 2186 */
2518 2187
2519int 2188int
2520dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2521{ 2190{
2522 int 2191 int d;
2523 d;
2524 2192
2525 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2526 if (d > 4) 2194 if (d > 4)
2527 d = 8 - d; 2195 d = 8 - d;
2196
2528 return d; 2197 return d;
2529} 2198}
2530 2199
2531/* peterm: 2200/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2207 * functions.
2539 */ 2208 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2264 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2599 */ 2266 */
2600
2601
2602int 2267int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2269{
2605 sint16 dx, dy; 2270 sint16 dx, dy;
2606 int
2607 mflags; 2271 int mflags;
2608 2272
2609 if (dir < 0) 2273 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2611 2275
2612 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2625 return 0; 2289 return 0;
2626 2290
2627 /* yes, can see. */ 2291 /* yes, can see. */
2628 if (dir < 9) 2292 if (dir < 9)
2629 return 1; 2293 return 1;
2294
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2298}
2633
2634
2635 2299
2636/* 2300/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2317}
2654 2318
2655
2656/* 2319/*
2657 * create clone from object to another 2320 * create clone from object to another
2658 */ 2321 */
2659object * 2322object *
2660object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2661{ 2324{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2326
2665 if (!asrc) 2327 if (!asrc)
2666 return NULL; 2328 return 0;
2329
2667 src = asrc; 2330 src = asrc;
2668 if (src->head) 2331 if (src->head)
2669 src = src->head; 2332 src = src->head;
2670 2333
2671 prev = NULL; 2334 prev = 0;
2672 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2673 { 2336 {
2674 tmp = get_object (); 2337 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2338 tmp->x -= src->x;
2677 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2678 if (!part->head) 2341 if (!part->head)
2679 { 2342 {
2680 dst = tmp; 2343 dst = tmp;
2681 tmp->head = NULL; 2344 tmp->head = 0;
2682 } 2345 }
2683 else 2346 else
2684 {
2685 tmp->head = dst; 2347 tmp->head = dst;
2686 } 2348
2687 tmp->more = NULL; 2349 tmp->more = 0;
2350
2688 if (prev) 2351 if (prev)
2689 prev->more = tmp; 2352 prev->more = tmp;
2353
2690 prev = tmp; 2354 prev = tmp;
2691 } 2355 }
2692 2356
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2359
2699 return dst; 2360 return dst;
2700} 2361}
2701 2362
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2369object *
2724load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2725{ 2371{
2726 object * 2372 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2730 2374
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2376
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2735 2378
2736 if (tempfile == NULL) 2379 if (tempfile == NULL)
2737 { 2380 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2382 return NULL;
2740 }; 2383 }
2384
2741 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2386 fclose (tempfile);
2743 2387
2744 op = get_object (); 2388 op = object::create ();
2745 2389
2746 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2747 2391
2748 if (thawer) 2392 if (thawer)
2749 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2759 * returns NULL if no match. 2403 * returns NULL if no match.
2760 */ 2404 */
2761object * 2405object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2407{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2410 return tmp;
2770 2411
2771 return NULL; 2412 return 0;
2772} 2413}
2773 2414
2774/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2416 * otherwise return NULL.
2776 * 2417 *
2778 * do the desired thing. 2419 * do the desired thing.
2779 */ 2420 */
2780key_value * 2421key_value *
2781get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2782{ 2423{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2425 if (link->key == key)
2789 {
2790 return link; 2426 return link;
2791 }
2792 }
2793 2427
2794 return NULL; 2428 return 0;
2795} 2429}
2796 2430
2797/* 2431/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2433 *
2839 * Returns TRUE on success. 2473 * Returns TRUE on success.
2840 */ 2474 */
2841int 2475int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2477{
2844 key_value *
2845 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2846 2479
2847 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2481 {
2849 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2850 { 2483 {
2878 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2879 2512
2880 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2881 2514
2882 if (!add_key) 2515 if (!add_key)
2883 {
2884 return FALSE; 2516 return FALSE;
2885 } 2517
2886 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2890 * should pass in "" 2522 * should pass in ""
2939 } 2571 }
2940 else 2572 else
2941 item = item->env; 2573 item = item->env;
2942} 2574}
2943 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2944// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2945const char * 2606const char *
2946object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2947{ 2608{
2609 char flagdesc[512];
2948 char info2[256 * 3]; 2610 char info2[256 * 4];
2949 char *p = info; 2611 char *p = info;
2950 2612
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2952 count, 2614 count, uuid.seq,
2953 &name, 2615 &name,
2954 title ? " " : "", 2616 title ? "\",title:" : "",
2955 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2956 2619
2957 if (env) 2620 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2622
2960 if (map) 2623 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2625
2963 return info; 2626 return info;
2964} 2627}
2965 2628
2966const char * 2629const char *
2967object::debug_desc () const 2630object::debug_desc () const
2968{ 2631{
2969 static char info[256 * 3]; 2632 static char info[256 * 4];
2970 return debug_desc (info); 2633 return debug_desc (info);
2971} 2634}
2972 2635

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