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Comparing deliantra/server/common/object.C (file contents):
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
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,
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);
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_slow (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 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* 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
279 * 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
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * 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
391} 392}
392 393
393/* 394/*
394 * 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.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
482{ 479{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 482
486 *(object_copy *)dst = *this; 483 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 484
491 if (is_freed) 485 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
493 487
494 if (is_removed) 488 if (is_removed)
525 tail = new_link; 519 tail = new_link;
526 } 520 }
527 } 521 }
528 } 522 }
529 523
530 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
531} 525}
532 526
533object * 527object *
534object::clone () 528object::clone ()
535{ 529{
541/* 535/*
542 * 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
543 * 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
544 * 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.
545 */ 539 */
546
547void 540void
548update_turn_face (object *op) 541update_turn_face (object *op)
549{ 542{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 544 return;
545
552 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
554} 548}
555 549
556/* 550/*
557 * 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
558 * 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.
559 * 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.
560 */ 554 */
561void 555void
562update_ob_speed (object *op) 556object::set_speed (float speed)
563{ 557{
564 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 559 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 561 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 562 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 563
589 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 565
593 if (op->active_next != NULL) 566 if (has_active_speed ())
594 op->active_next->active_prev = op; 567 activate ();
595
596 active_objects = op;
597 }
598 else 568 else
599 { 569 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 570}
654 571
655/* 572/*
656 * update_object() updates the the map. 573 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
694 */ 611 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 613 return;
697 614
698 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
699 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)
700 { 617 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 619#ifdef MANY_CORES
703 abort (); 620 abort ();
704#endif 621#endif
705 return; 622 return;
706 } 623 }
707 624
708 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
709 626
710 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 628 /* nop */;
712 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
713 { 630 {
714 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* 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
725 * to have move_allow right now. 642 * to have move_allow right now.
726 */ 643 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
730 } 647 }
731 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 650 * that is being removed.
734 */ 651 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
739 else 656 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 658
742 if (op->more) 659 if (op->more)
743 update_object (op->more, action); 660 update_object (op->more, action);
744} 661}
745 662
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first; 663object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 664
762object::object () 665object::object ()
763{ 666{
764 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
765 668
772 free_key_values (this); 675 free_key_values (this);
773} 676}
774 677
775void object::link () 678void object::link ()
776{ 679{
777 count = ++ob_count;
778 uuid = gen_uuid (); 680 uuid = gen_uuid ();
779 681
780 prev = 0; 682 objects.insert (this);
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 683}
788 684
789void object::unlink () 685void object::unlink ()
790{ 686{
791 if (this == object::first) 687 objects.erase (this);
792 object::first = next; 688}
793 689
794 /* Remove this object from the list of used objects */ 690void
795 if (prev) prev->next = next; 691object::activate ()
796 if (next) next->prev = prev; 692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
797 696
798 prev = 0; 697 if (has_active_speed ())
799 next = 0; 698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
800} 793}
801 794
802object *object::create () 795object *object::create ()
803{ 796{
804 object *op = new object; 797 object *op = new object;
805 op->link (); 798 op->link ();
806 return op; 799 return op;
807} 800}
808 801
809/* 802void
810 * free_object() frees everything allocated by an object, removes 803object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 804{
821 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
822 return; 815 return;
823 816
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
825 remove_friendly_object (this);
826 818
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
828 remove ();
829 820
830 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
831 822
832 if (more) 823 destroy_inv (true);
833 { 824 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 825
880 // hack to ensure that freed objects still have a valid map 826 // hack to ensure that freed objects still have a valid map
881 { 827 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 828 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 829
887 833
888 freed_map->name = "/internal/freed_objects_map"; 834 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 835 freed_map->width = 3;
890 freed_map->height = 3; 836 freed_map->height = 3;
891 837
892 freed_map->allocate (); 838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
893 } 840 }
894 841
895 map = freed_map; 842 map = freed_map;
896 x = 1; 843 x = 1;
897 y = 1; 844 y = 1;
898 } 845 }
899 846
847 head = 0;
848
849 if (more)
850 {
851 more->destroy ();
852 more = 0;
853 }
854
900 // clear those pointers that likely might have circular references to us 855 // clear those pointers that likely might have circular references to us
901 owner = 0; 856 owner = 0;
902 enemy = 0; 857 enemy = 0;
903 attacked_by = 0; 858 attacked_by = 0;
859}
904 860
905 // only relevant for players(?), but make sure of it anyways 861void
906 contr = 0; 862object::destroy (bool destroy_inventory)
863{
864 if (destroyed ())
865 return;
907 866
908 /* Remove object from the active list */ 867 if (destroy_inventory)
909 speed = 0; 868 destroy_inv (false);
910 update_ob_speed (this);
911 869
912 unlink (); 870 attachable::destroy ();
913
914 mortals.push_back (this);
915} 871}
916 872
917/* 873/*
918 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 899object::remove ()
944{ 900{
945 object *tmp, *last = 0; 901 object *tmp, *last = 0;
946 object *otmp; 902 object *otmp;
947 903
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 905 return;
952 906
953 SET_FLAG (this, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
954 909
955 if (more) 910 if (more)
956 more->remove (); 911 more->remove ();
957 912
958 /* 913 /*
971 * to save cpu time. 926 * to save cpu time.
972 */ 927 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 929 otmp->update_stats ();
975 930
976 if (above != NULL) 931 if (above)
977 above->below = below; 932 above->below = below;
978 else 933 else
979 env->inv = below; 934 env->inv = below;
980 935
981 if (below != NULL) 936 if (below)
982 below->above = above; 937 below->above = above;
983 938
984 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
990 above = 0, below = 0; 945 above = 0, below = 0;
991 env = 0; 946 env = 0;
992 } 947 }
993 else if (map) 948 else if (map)
994 { 949 {
995 /* Re did the following section of code - it looks like it had 950 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
998 957
999 /* link the object above us */ 958 /* link the object above us */
1000 if (above) 959 if (above)
1001 above->below = below; 960 above->below = below;
1002 else 961 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 980 LOG (llevError, "%s\n", dump);
1022 free (dump); 981 free (dump);
1023 } 982 }
1024 983
1025 map->at (x, y).bottom = above; /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1026 } 985 }
1027 986
1028 above = 0; 987 above = 0;
1029 below = 0; 988 below = 0;
1030 989
1031 if (map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1032 return; 991 return;
1033 992
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 994
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 996 {
1038 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1039 * being removed. 998 * being removed.
1040 */ 999 */
1041 1000
1045 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1046 * appropriately. 1005 * appropriately.
1047 */ 1006 */
1048 if (tmp->container == this) 1007 if (tmp->container == this)
1049 { 1008 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1010 tmp->container = 0;
1052 } 1011 }
1053 1012
1013 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1014 tmp->contr->ns->floorbox_update ();
1055 } 1015 }
1056 1016
1057 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1058 if (check_walk_off 1018 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1019 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1021 {
1062 move_apply (tmp, this, 0); 1022 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1024 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1026 }
1067 1027
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1071 tmp->above = 0; 1031 tmp->above = 0;
1072 1032
1073 last = tmp; 1033 last = tmp;
1074 } 1034 }
1075 1035
1076 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1038 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1039 map->at (x, y).flags_ = 0;
1079 else 1040 else
1080 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1081 1042
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1044 update_all_los (map, x, y);
1084 } 1045 }
1085} 1046}
1086 1047
1087/* 1048/*
1096merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1097{ 1058{
1098 if (!op->nrof) 1059 if (!op->nrof)
1099 return 0; 1060 return 0;
1100 1061
1101 if (top == NULL) 1062 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1103 1065
1104 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1105 { 1067 {
1106 if (top == op) 1068 if (top == op)
1107 continue; 1069 continue;
1108 1070
1109 if (object::can_merge (op, top)) 1071 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1126 */ 1088 */
1127object * 1089object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1091{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1093 {
1137 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1139 } 1096 }
1140 1097
1159 * Return value: 1116 * Return value:
1160 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1119 * just 'op' otherwise
1163 */ 1120 */
1164
1165object * 1121object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1123{
1168 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1125 sint16 x, y;
1172 { 1128 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1130 return NULL;
1175 } 1131 }
1176 1132
1177 if (m == NULL) 1133 if (!m)
1178 { 1134 {
1179 char *dump = dump_object (op); 1135 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1137 free (dump);
1182 return op; 1138 return op;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1160 free (dump);
1205 return op; 1161 return op;
1206 } 1162 }
1207 1163
1208 if (op->more != NULL) 1164 if (op->more)
1209 { 1165 {
1210 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1211 1167
1212 object *more = op->more; 1168 object *more = op->more;
1213 1169
1214 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1218 */ 1174 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1177 else if (!more->map)
1222 { 1178 {
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1186 {
1231 if (!op->head) 1187 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1189
1234 return NULL; 1190 return 0;
1235 } 1191 }
1236 } 1192 }
1237 1193
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1195
1246 y = op->y; 1202 y = op->y;
1247 1203
1248 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1249 */ 1205 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1208 if (object::can_merge (op, tmp))
1253 { 1209 {
1254 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1211 tmp->destroy ();
1256 } 1212 }
1273 op->below = originator->below; 1229 op->below = originator->below;
1274 1230
1275 if (op->below) 1231 if (op->below)
1276 op->below->above = op; 1232 op->below->above = op;
1277 else 1233 else
1278 op->ms ().bottom = op; 1234 op->ms ().bot = op;
1279 1235
1280 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1281 originator->below = op; 1237 originator->below = op;
1282 } 1238 }
1283 else 1239 else
1284 { 1240 {
1285 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 { 1243 {
1288 object *last = NULL; 1244 object *last = 0;
1289 1245
1290 /* 1246 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1301 */ 1257 */
1302
1303 while (top != NULL) 1258 while (top)
1304 { 1259 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1261 floor = top;
1307 1262
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1317
1363 if (op->above) 1318 if (op->above)
1364 op->above->below = op; 1319 op->above->below = op;
1365 1320
1366 op->below = NULL; 1321 op->below = 0;
1367 op->ms ().bottom = op; 1322 op->ms ().bot = op;
1368 } 1323 }
1369 else 1324 else
1370 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1371 op->above = top->above; 1326 op->above = top->above;
1372 1327
1375 1330
1376 op->below = top; 1331 op->below = top;
1377 top->above = op; 1332 top->above = op;
1378 } 1333 }
1379 1334
1380 if (op->above == NULL) 1335 if (!op->above)
1381 op->ms ().top = op; 1336 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1383 1338
1384 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1385 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1386 1347
1387 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1389 */ 1350 */
1390 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1352 if (object *pl = op->ms ().player ())
1353 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1354 pl->contr->ns->floorbox_update ();
1393 1355
1394 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1363 * of effect may be sufficient.
1402 */ 1364 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1405 1367
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1370
1371 INVOKE_OBJECT (INSERT, op);
1408 1372
1409 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1374 * we want to have floorbox_update called before calling this.
1411 * 1375 *
1412 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1417 1381
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1384 {
1421 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1422 return NULL; 1386 return 0;
1423 1387
1424 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1389 * walk on's.
1426 */ 1390 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1429 return NULL; 1393 return 0;
1430 } 1394 }
1431 1395
1432 return op; 1396 return op;
1433} 1397}
1434 1398
1441{ 1405{
1442 object *tmp, *tmp1; 1406 object *tmp, *tmp1;
1443 1407
1444 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1445 1409
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1412 tmp->destroy ();
1449 1413
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1415
1452 tmp1->x = op->x; 1416 tmp1->x = op->x;
1453 tmp1->y = op->y; 1417 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1425}
1456 1426
1457/* 1427/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1432 * global static errmsg array.
1463 */ 1433 */
1464
1465object * 1434object *
1466get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1467{ 1436{
1468 object *newob; 1437 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1474
1506object * 1475object *
1507decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1508{ 1477{
1509 object *tmp; 1478 object *tmp;
1510 player *pl;
1511 1479
1512 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1481 return op;
1514 1482
1515 if (i > op->nrof) 1483 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1498 * and then searching the map for a player.
1531 */ 1499 */
1532 if (!tmp) 1500 if (!tmp)
1533 { 1501 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1536 { 1503 {
1537 tmp = pl->ob; 1504 tmp = pl->ob;
1538 break; 1505 break;
1539 } 1506 }
1540 }
1541 1507
1542 if (i < op->nrof) 1508 if (i < op->nrof)
1543 { 1509 {
1544 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1511 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1661 if ((op->glow_radius != 0) && map)
1696 { 1662 {
1697#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1666 if (map->darkness)
1701 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1702 } 1668 }
1703 1669
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1671 * It sure simplifies this function...
1710 { 1676 {
1711 op->below = inv; 1677 op->below = inv;
1712 op->below->above = op; 1678 op->below->above = op;
1713 inv = op; 1679 inv = op;
1714 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1715 1683
1716 return op; 1684 return op;
1717} 1685}
1718 1686
1719/* 1687/*
1734 * 1702 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1705 * on top.
1738 */ 1706 */
1739
1740int 1707int
1741check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1742{ 1709{
1743 object *tmp; 1710 object *tmp;
1744 maptile *m = op->map; 1711 maptile *m = op->map;
1771 1738
1772 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1774 */ 1741 */
1775 1742
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1744 {
1778 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1747 * we don't need to check all of them.
1781 */ 1748 */
1836/* 1803/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1840 */ 1807 */
1841
1842object * 1808object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1810{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
1849 { 1812 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1814 return NULL;
1852 } 1815 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1818 if (tmp->arch == at)
1855 return tmp; 1819 return tmp;
1820
1856 return NULL; 1821 return NULL;
1857} 1822}
1858 1823
1859/* 1824/*
1860 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1863 */ 1828 */
1864
1865object * 1829object *
1866present (unsigned char type, maptile *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
1867{ 1831{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
1872 { 1833 {
1873 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1835 return NULL;
1875 } 1836 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1839 if (tmp->type == type)
1878 return tmp; 1840 return tmp;
1841
1879 return NULL; 1842 return NULL;
1880} 1843}
1881 1844
1882/* 1845/*
1883 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1886 */ 1849 */
1887
1888object * 1850object *
1889present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
1890{ 1852{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1854 if (tmp->type == type)
1896 return tmp; 1855 return tmp;
1856
1897 return NULL; 1857 return NULL;
1898} 1858}
1899 1859
1900/* 1860/*
1901 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1872 * to be unique.
1913 */ 1873 */
1914
1915object * 1874object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1876{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1879 return tmp;
1925 } 1880
1926 return NULL; 1881 return 0;
1927} 1882}
1928 1883
1929/* 1884/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1933 */ 1888 */
1934
1935object * 1889object *
1936present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
1937{ 1891{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1893 if (tmp->arch == at)
1943 return tmp; 1894 return tmp;
1895
1944 return NULL; 1896 return NULL;
1945} 1897}
1946 1898
1947/* 1899/*
1948 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
1949 */ 1901 */
1950void 1902void
1951flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
1952{ 1904{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1905 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1907 {
1959 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
1961 } 1910 }
1962} /* 1911}
1912
1913/*
1963 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
1964 */ 1915 */
1965void 1916void
1966unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
1967{ 1918{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1919 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1921 {
1974 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
1976 } 1924 }
1977} 1925}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
1984 */ 1932 */
1985
1986void 1933void
1987set_cheat (object *op) 1934set_cheat (object *op)
1988{ 1935{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1959 * customized, changed states, etc.
2013 */ 1960 */
2014
2015int 1961int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1963{
2018 int
2019 i,
2020 index = 0, flag; 1964 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2023 1966
2024 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2025 { 1968 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 1970 if (!flag)
2028 altern[index++] = i; 1971 altern [index++] = i;
2029 1972
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2049 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 1996 */
2054
2055int 1997int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 1999{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2002 return i;
2065 } 2003
2066 return -1; 2004 return -1;
2067} 2005}
2068 2006
2069/* 2007/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2011 */
2073static void 2012static void
2074permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2075{ 2014{
2076 int 2015 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2016 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2017
2087 tmp = arr[i]; 2018 while (--end)
2088 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2020}
2092 2021
2093/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2028 */
2100void 2029void
2101get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2102{ 2031{
2103 int 2032 int i;
2104 i;
2105 2033
2106 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2035 search_arr[i] = i;
2109 }
2110 2036
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2040}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2052 * there is capable of.
2127 */ 2053 */
2128
2129int 2054int
2130find_dir (maptile *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2056{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2135 2058
2136 sint16 nx, ny; 2059 sint16 nx, ny;
2137 object * 2060 object *tmp;
2138 tmp;
2139 maptile * 2061 maptile *mp;
2140 mp;
2141 2062
2142 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2143 2064
2144 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2145 { 2066 {
2162 2083
2163 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2085 max = maxfree[i];
2165 else 2086 else
2166 { 2087 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2168 2091
2169 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2093 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2172 { 2095 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2099 break;
2176 2100
2177 if (tmp) 2101 if (tmp)
2178 return freedir[i]; 2102 return freedir[i];
2179 } 2103 }
2185 2109
2186/* 2110/*
2187 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2112 * distance between the two given objects.
2189 */ 2113 */
2190
2191int 2114int
2192distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2193{ 2116{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2118}
2199 2119
2200/* 2120/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2204 */ 2124 */
2205
2206int 2125int
2207find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2208{ 2127{
2209 int q; 2128 int q;
2210 2129
2249int 2168int
2250absdir (int d) 2169absdir (int d)
2251{ 2170{
2252 while (d < 1) 2171 while (d < 1)
2253 d += 8; 2172 d += 8;
2173
2254 while (d > 8) 2174 while (d > 8)
2255 d -= 8; 2175 d -= 8;
2176
2256 return d; 2177 return d;
2257} 2178}
2258 2179
2259/* 2180/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2183 */
2263 2184
2264int 2185int
2265dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2266{ 2187{
2267 int 2188 int d;
2268 d;
2269 2189
2270 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2271 if (d > 4) 2191 if (d > 4)
2272 d = 8 - d; 2192 d = 8 - d;
2193
2273 return d; 2194 return d;
2274} 2195}
2275 2196
2276/* peterm: 2197/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2204 * functions.
2284 */ 2205 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2366object *
2449load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2450{ 2368{
2451 object *op; 2369 object *op;
2452 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2482 * returns NULL if no match. 2400 * returns NULL if no match.
2483 */ 2401 */
2484object * 2402object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2404{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2407 return tmp;
2492 2408
2493 return NULL; 2409 return 0;
2494} 2410}
2495 2411
2496/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2413 * otherwise return NULL.
2498 * 2414 *
2500 * do the desired thing. 2416 * do the desired thing.
2501 */ 2417 */
2502key_value * 2418key_value *
2503get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2504{ 2420{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2422 if (link->key == key)
2509 return link; 2423 return link;
2510 2424
2511 return NULL; 2425 return 0;
2512} 2426}
2513 2427
2514/* 2428/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2430 *
2556 * Returns TRUE on success. 2470 * Returns TRUE on success.
2557 */ 2471 */
2558int 2472int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2474{
2561 key_value *
2562 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2563 2476
2564 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2478 {
2566 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2567 { 2480 {
2595 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2596 2509
2597 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2598 2511
2599 if (!add_key) 2512 if (!add_key)
2600 {
2601 return FALSE; 2513 return FALSE;
2602 } 2514
2603 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2607 * should pass in "" 2519 * should pass in ""
2656 } 2568 }
2657 else 2569 else
2658 item = item->env; 2570 item = item->env;
2659} 2571}
2660 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2661// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2662const char * 2603const char *
2663object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2664{ 2605{
2606 char flagdesc[512];
2665 char info2[256 * 3]; 2607 char info2[256 * 4];
2666 char *p = info; 2608 char *p = info;
2667 2609
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2669 count, 2611 count, uuid.seq,
2670 &name, 2612 &name,
2671 title ? " " : "", 2613 title ? "\",title:" : "",
2672 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2673 2616
2674 if (env) 2617 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2619
2677 if (map) 2620 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2622
2680 return info; 2623 return info;
2681} 2624}
2682 2625
2683const char * 2626const char *
2684object::debug_desc () const 2627object::debug_desc () const
2685{ 2628{
2686 static char info[256 * 3]; 2629 static char info[256 * 4];
2687 return debug_desc (info); 2630 return debug_desc (info);
2688} 2631}
2689 2632

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