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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 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;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943 664
944object::object () 665object::object ()
945{ 666{
946 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
947 668
948 expmul = 1.0; 669 expmul = 1.0;
949 face = blank_face; 670 face = blank_face;
950 attacked_by_count = -1;
951} 671}
952 672
953object::~object () 673object::~object ()
954{ 674{
955 free_key_values (this); 675 free_key_values (this);
956} 676}
957 677
958void object::link () 678void object::link ()
959{ 679{
960 count = ++ob_count;
961 uuid = gen_uuid (); 680 uuid = gen_uuid ();
962 681
963 prev = 0; 682 refcnt_inc ();
964 next = objects; 683 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 684}
971 685
972void object::unlink () 686void object::unlink ()
973{ 687{
974 //count = 0;//D 688 objects.erase (this);
975 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
976 691
977 if (this == objects) 692void
978 objects = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
979 698
980 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
981 if (prev) prev->next = next; 700 actives.insert (this);
982 if (next) next->prev = prev; 701}
983 702
984 prev = 0; 703void
985 next = 0; 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)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
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 }
795 }
986} 796}
987 797
988object *object::create () 798object *object::create ()
989{ 799{
990 object *op = new object; 800 object *op = new object;
991 op->link (); 801 op->link ();
992 return op; 802 return op;
993} 803}
994 804
995/* 805void
996 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 807{
1007 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])
1008 return; 818 return;
1009 819
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
1011 remove_friendly_object (this);
1012 821
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
1014 remove_ob (this);
1015 823
1016 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;
1017 851
1018 if (more) 852 if (more)
1019 { 853 {
1020 more->free (free_inventory); 854 more->destroy ();
1021 more = 0; 855 more = 0;
1022 } 856 }
1023 857
1024 if (inv) 858 // clear those pointers that likely might have circular references to us
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0; 859 owner = 0;
860 enemy = 0;
861 attacked_by = 0;
862}
1067 863
1068 /* Remove object from the active list */ 864void
1069 speed = 0; 865object::destroy (bool destroy_inventory)
1070 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1071 869
1072 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1073 872
1074 mortals.push_back (this); 873 attachable::destroy ();
1075} 874}
1076 875
1077/* 876/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1079 * 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)).
1080 */ 879 */
1081
1082void 880void
1083sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1084{ 882{
1085 while (op != NULL) 883 while (op != NULL)
1086 { 884 {
1087 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 887
1091 op->carrying -= weight; 888 op->carrying -= weight;
1092 op = op->env; 889 op = op->env;
1093 } 890 }
1094} 891}
1095 892
1096/* remove_ob(op): 893/* op->remove ():
1097 * 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
1098 * 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
1099 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 898 * the previous environment.
1102 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1103 */ 900 */
1104
1105void 901void
1106remove_ob (object *op) 902object::remove ()
1107{ 903{
904 object *tmp, *last = 0;
1108 object * 905 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 906
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 908 return;
1127 909
1128 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1129 912
1130 if (op->more != NULL) 913 if (more)
1131 remove_ob (op->more); 914 more->remove ();
1132 915
1133 /* 916 /*
1134 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1135 * inventory. 918 * inventory.
1136 */ 919 */
1137 if (op->env != NULL) 920 if (env)
1138 { 921 {
1139 if (op->nrof) 922 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1141 else 924 else
1142 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1143 926
1144 /* 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
1145 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 929 * to save cpu time.
1147 */ 930 */
1148 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))
1149 fix_player (otmp); 932 otmp->update_stats ();
1150 933
1151 if (op->above != NULL) 934 if (above)
1152 op->above->below = op->below; 935 above->below = below;
1153 else 936 else
1154 op->env->inv = op->below; 937 env->inv = below;
1155 938
1156 if (op->below != NULL) 939 if (below)
1157 op->below->above = op->above; 940 below->above = above;
1158 941
1159 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1160 * 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
1161 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1162 */ 945 */
1163 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1164 op->map = op->env->map; 947 map = env->map;
1165 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1166 op->env = NULL; 949 env = 0;
1167 } 950 }
1168 else if (op->map) 951 else if (map)
1169 { 952 {
1170 x = op->x; 953 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 } 954 {
1184 955 --map->players;
1185 if (op->map != m) 956 map->touch ();
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */ 957 }
958
959 map->dirty = true;
1192 960
1193 /* link the object above us */ 961 /* link the object above us */
1194 if (op->above) 962 if (above)
1195 op->above->below = op->below; 963 above->below = below;
1196 else 964 else
1197 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 */
1198 966
1199 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1200 if (op->below) 968 if (below)
1201 op->below->above = op->above; 969 below->above = above;
1202 else 970 else
1203 { 971 {
1204 /* 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
1205 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1206 * evident 974 * evident
1207 */ 975 */
1208 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1209 { 977 {
1210 dump_object (op); 978 char *dump = dump_object (this);
1211 LOG (llevError, 979 LOG (llevError,
1212 "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);
1213 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1215 } 985 }
1216 986
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1218 } 988 }
1219 989
1220 op->above = 0; 990 above = 0;
1221 op->below = 0; 991 below = 0;
1222 992
1223 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1224 return; 994 return;
1225 995
1226 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 997
1229 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)
1230 { 999 {
1231 /* 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
1232 * being removed. 1001 * being removed.
1233 */ 1002 */
1234 1003
1235 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1236 { 1005 {
1237 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1239 * appropriately. 1008 * appropriately.
1240 */ 1009 */
1241 if (tmp->container == op) 1010 if (tmp->container == this)
1242 { 1011 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1013 tmp->container = 0;
1245 } 1014 }
1246 1015
1247 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1248 } 1018 }
1249 1019
1250 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1251 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))
1252 { 1024 {
1253 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1254 1026
1255 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1256 {
1257 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 ());
1258 }
1259 } 1029 }
1260 1030
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1264 tmp->above = NULL; 1034 tmp->above = 0;
1265 1035
1266 last = tmp; 1036 last = tmp;
1267 } 1037 }
1268 1038
1269 /* 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?
1270 if (last == NULL) 1041 if (!last)
1271 { 1042 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1043 else
1281 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1282 1045
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1285 } 1048 }
1286} 1049}
1287 1050
1288/* 1051/*
1289 * merge_ob(op,top): 1052 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1298{ 1061{
1299 if (!op->nrof) 1062 if (!op->nrof)
1300 return 0; 1063 return 0;
1301 1064
1302 if (top == NULL) 1065 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1304 1068
1305 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1306 { 1070 {
1307 if (top == op) 1071 if (top == op)
1308 continue; 1072 continue;
1309 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1310 { 1075 {
1311 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1312 1077
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1080 op->destroy ();
1316 free_object (op);
1317 return top; 1081 return top;
1318 } 1082 }
1319 } 1083 }
1320 1084
1321 return NULL; 1085 return 0;
1322} 1086}
1323 1087
1324/* 1088/*
1325 * 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
1326 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1327 */ 1091 */
1328object * 1092object *
1329insert_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)
1330{ 1094{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1096 {
1338 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1340 } 1099 }
1341 1100
1360 * Return value: 1119 * Return value:
1361 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1122 * just 'op' otherwise
1364 */ 1123 */
1365
1366object * 1124object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1126{
1369 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1128 sint16 x, y;
1371 1129
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1373 { 1131 {
1374 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL; 1133 return NULL;
1376 } 1134 }
1377 1135
1378 if (m == NULL) 1136 if (!m)
1379 { 1137 {
1380 dump_object (op); 1138 char *dump = dump_object (op);
1381 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);
1382 return op; 1141 return op;
1383 } 1142 }
1384 1143
1385 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1386 { 1145 {
1387 dump_object (op); 1146 char *dump = dump_object (op);
1388 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);
1389#ifdef MANY_CORES 1148#ifdef MANY_CORES
1390 /* 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
1391 * 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
1392 * improperly inserted. 1151 * improperly inserted.
1393 */ 1152 */
1394 abort (); 1153 abort ();
1395#endif 1154#endif
1155 free (dump);
1396 return op; 1156 return op;
1397 } 1157 }
1398 1158
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1160 {
1401 dump_object (op); 1161 char *dump = dump_object (op);
1402 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);
1403 return op; 1164 return op;
1404 } 1165 }
1405 1166
1406 if (op->more != NULL) 1167 if (op->more)
1407 { 1168 {
1408 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1409 1170
1410 object *more = op->more; 1171 object *more = op->more;
1411 1172
1412 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1413 * 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
1414 * 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
1415 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1416 */ 1177 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map) 1180 else if (!more->map)
1420 { 1181 {
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1189 {
1429 if (!op->head) 1190 if (!op->head)
1430 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");
1431 1192
1432 return NULL; 1193 return 0;
1433 } 1194 }
1434 } 1195 }
1435 1196
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1198
1444 y = op->y; 1205 y = op->y;
1445 1206
1446 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1447 */ 1208 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1449 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)
1450 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1451 { 1212 {
1452 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1214 tmp->destroy ();
1454 free_object (tmp);
1455 } 1215 }
1456 1216
1457 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 */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1219
1472 op->below = originator->below; 1232 op->below = originator->below;
1473 1233
1474 if (op->below) 1234 if (op->below)
1475 op->below->above = op; 1235 op->below->above = op;
1476 else 1236 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1478 1238
1479 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1480 originator->below = op; 1240 originator->below = op;
1481 } 1241 }
1482 else 1242 else
1483 { 1243 {
1484 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1485 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))
1486 { 1246 {
1487 object *last = NULL; 1247 object *last = 0;
1488 1248
1489 /* 1249 /*
1490 * 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.
1491 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1492 * 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
1496 * 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
1497 * 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
1498 * 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
1499 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1500 */ 1260 */
1501
1502 while (top != NULL) 1261 while (top)
1503 { 1262 {
1504 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))
1505 floor = top; 1264 floor = top;
1506 1265
1507 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))
1528 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1289 * stacking is a bit odd.
1531 */ 1290 */
1532 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1533 (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))
1534 { 1293 {
1535 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1296 break;
1538 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561 1320
1562 if (op->above) 1321 if (op->above)
1563 op->above->below = op; 1322 op->above->below = op;
1564 1323
1565 op->below = NULL; 1324 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1567 } 1326 }
1568 else 1327 else
1569 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1570 op->above = top->above; 1329 op->above = top->above;
1571 1330
1574 1333
1575 op->below = top; 1334 op->below = top;
1576 top->above = op; 1335 top->above = op;
1577 } 1336 }
1578 1337
1579 if (op->above == NULL) 1338 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1582 1341
1583 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1584 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;
1585 1350
1586 /* 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
1587 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1588 */ 1353 */
1589 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1590 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 ())
1591 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1593 1358
1594 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1595 * 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
1596 * 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
1597 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1598 * 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 -
1599 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1366 * of effect may be sufficient.
1602 */ 1367 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1605 1370
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1608 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1609 /* 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,
1610 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1611 * 1378 *
1612 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1382 * update_object().
1617 1384
1618 /* 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 */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1387 {
1621 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1622 return NULL; 1389 return 0;
1623 1390
1624 /* 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
1625 * walk on's. 1392 * walk on's.
1626 */ 1393 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1629 return NULL; 1396 return 0;
1630 } 1397 }
1631 1398
1632 return op; 1399 return op;
1633} 1400}
1634 1401
1635/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1636 * 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.
1637 * 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.
1638 */ 1405 */
1639void 1406void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1408{
1642 object * 1409 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1410
1647 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1648 1412
1649 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)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1415 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1416
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1418
1660 tmp1->x = op->x; 1419 tmp1->x = op->x;
1661 tmp1->y = op->y; 1420 tmp1->y = op->y;
1662 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);
1663} 1428}
1664 1429
1665/* 1430/*
1666 * 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
1667 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1668 * 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).
1669 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1435 * global static errmsg array.
1671 */ 1436 */
1672
1673object * 1437object *
1674get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1675{ 1439{
1676 object * 1440 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1442
1681 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1682 { 1444 {
1683 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);
1684 return NULL; 1446 return NULL;
1685 } 1447 }
1686 1448
1687 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1688 1450
1689 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1690 { 1452 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1453 else if (!is_removed)
1696 { 1454 {
1697 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 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)
1719 1477
1720object * 1478object *
1721decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1722{ 1480{
1723 object *tmp; 1481 object *tmp;
1724 player *pl;
1725 1482
1726 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1484 return op;
1728 1485
1729 if (i > op->nrof) 1486 if (i > op->nrof)
1730 i = op->nrof; 1487 i = op->nrof;
1731 1488
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1490 op->nrof -= i;
1734 else if (op->env != NULL) 1491 else if (op->env)
1735 { 1492 {
1736 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1737 * therein? 1494 * therein?
1738 */ 1495 */
1739 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1501 * and then searching the map for a player.
1745 */ 1502 */
1746 if (!tmp) 1503 if (!tmp)
1747 { 1504 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1750 break; 1508 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1509 }
1756 1510
1757 if (i < op->nrof) 1511 if (i < op->nrof)
1758 { 1512 {
1759 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1514 op->nrof -= i;
1761 if (tmp) 1515 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1764 }
1765 } 1517 }
1766 else 1518 else
1767 { 1519 {
1768 remove_ob (op); 1520 op->remove ();
1769 op->nrof = 0; 1521 op->nrof = 0;
1770 if (tmp) 1522 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1524 }
1775 } 1525 }
1776 else 1526 else
1777 { 1527 {
1778 object *above = op->above; 1528 object *above = op->above;
1779 1529
1780 if (i < op->nrof) 1530 if (i < op->nrof)
1781 op->nrof -= i; 1531 op->nrof -= i;
1782 else 1532 else
1783 { 1533 {
1784 remove_ob (op); 1534 op->remove ();
1785 op->nrof = 0; 1535 op->nrof = 0;
1786 } 1536 }
1787 1537
1788 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1791 { 1541 {
1792 if (op->nrof) 1542 if (op->nrof)
1793 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1794 else 1544 else
1798 1548
1799 if (op->nrof) 1549 if (op->nrof)
1800 return op; 1550 return op;
1801 else 1551 else
1802 { 1552 {
1803 free_object (op); 1553 op->destroy ();
1804 return NULL; 1554 return 0;
1805 } 1555 }
1806} 1556}
1807 1557
1808/* 1558/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1571 op->carrying += weight;
1822 op = op->env; 1572 op = op->env;
1823 } 1573 }
1824} 1574}
1825 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
1826/* 1596/*
1827 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1828 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1829 * inside the object environment. 1599 * inside the object environment.
1830 * 1600 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * 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
1837 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1838 */ 1603 */
1839 1604
1840object * 1605object *
1841insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1842{ 1607{
1843 object * 1608 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1609
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1611 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1612
1867 if (op->more) 1613 if (op->more)
1868 { 1614 {
1869 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);
1870 return op; 1616 return op;
1872 1618
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1621 if (op->nrof)
1876 { 1622 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1879 { 1625 {
1880 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1627 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1885 */ 1631 */
1886 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1889 op = tmp; 1635 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1638 break;
1893 } 1639 }
1894 1640
1895 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1898 * 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
1899 * the linking below 1645 * the linking below
1900 */ 1646 */
1901 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1902 } 1648 }
1903 else 1649 else
1904 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1905 1651
1906 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1655 otmp->update_stats ();
1911 }
1912 1656
1913 op->map = NULL; 1657 op->map = 0;
1914 op->env = where; 1658 op->env = this;
1915 op->above = NULL; 1659 op->above = 0;
1916 op->below = NULL; 1660 op->below = 0;
1917 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1918 1662
1919 /* 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 */
1920 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1921 { 1665 {
1922#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1923 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);
1924#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1927 } 1671 }
1928 1672
1929 /* 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.
1930 * It sure simplifies this function... 1674 * It sure simplifies this function...
1931 */ 1675 */
1932 if (where->inv == NULL) 1676 if (!inv)
1933 where->inv = op; 1677 inv = op;
1934 else 1678 else
1935 { 1679 {
1936 op->below = where->inv; 1680 op->below = inv;
1937 op->below->above = op; 1681 op->below->above = op;
1938 where->inv = op; 1682 inv = op;
1939 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1940 return op; 1687 return op;
1941} 1688}
1942 1689
1943/* 1690/*
1944 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1958 * 1705 *
1959 * 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
1960 * 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
1961 * on top. 1708 * on top.
1962 */ 1709 */
1963
1964int 1710int
1965check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1966{ 1712{
1967 object * 1713 object *tmp;
1968 tmp; 1714 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1975 1716
1976 MoveType 1717 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1718
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1720 return 0;
1983
1984 tag = op->count;
1985 1721
1986 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);
1987 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);
1988 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);
1989 1725
2005 1741
2006 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
2008 */ 1744 */
2009 1745
2010 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)
2011 { 1747 {
2012 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
2013 * 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,
2014 * we don't need to check all of them. 1750 * we don't need to check all of them.
2015 */ 1751 */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((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))
2052 { 1788 {
2053 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2054 1790
2055 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2056 return 1; 1792 return 1;
2057 1793
2058 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2070/* 1806/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2074 */ 1810 */
2075
2076object * 1811object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1813{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2083 { 1815 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1817 return NULL;
2086 } 1818 }
2087 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)
2088 if (tmp->arch == at) 1821 if (tmp->arch == at)
2089 return tmp; 1822 return tmp;
1823
2090 return NULL; 1824 return NULL;
2091} 1825}
2092 1826
2093/* 1827/*
2094 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2097 */ 1831 */
2098
2099object * 1832object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2101{ 1834{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2106 { 1836 {
2107 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1838 return NULL;
2109 } 1839 }
2110 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)
2111 if (tmp->type == type) 1842 if (tmp->type == type)
2112 return tmp; 1843 return tmp;
1844
2113 return NULL; 1845 return NULL;
2114} 1846}
2115 1847
2116/* 1848/*
2117 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2120 */ 1852 */
2121
2122object * 1853object *
2123present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2124{ 1855{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1857 if (tmp->type == type)
2130 return tmp; 1858 return tmp;
1859
2131 return NULL; 1860 return NULL;
2132} 1861}
2133 1862
2134/* 1863/*
2135 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2143 * 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
2144 * 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
2145 * 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
2146 * to be unique. 1875 * to be unique.
2147 */ 1876 */
2148
2149object * 1877object *
2150present_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)
2151{ 1879{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1882 return tmp;
2159 } 1883
2160 return NULL; 1884 return 0;
2161} 1885}
2162 1886
2163/* 1887/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2167 */ 1891 */
2168
2169object * 1892object *
2170present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2171{ 1894{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1896 if (tmp->arch == at)
2177 return tmp; 1897 return tmp;
1898
2178 return NULL; 1899 return NULL;
2179} 1900}
2180 1901
2181/* 1902/*
2182 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2183 */ 1904 */
2184void 1905void
2185flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2186{ 1907{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1908 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1910 {
2193 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2195 } 1913 }
2196} /* 1914}
1915
1916/*
2197 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2198 */ 1918 */
2199void 1919void
2200unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2201{ 1921{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1922 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1924 {
2208 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2210 } 1927 }
2211} 1928}
2214 * 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
2215 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2216 * 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
2217 * 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.
2218 */ 1935 */
2219
2220void 1936void
2221set_cheat (object *op) 1937set_cheat (object *op)
2222{ 1938{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2243 * 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
2244 * 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
2245 * 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
2246 * customized, changed states, etc. 1962 * customized, changed states, etc.
2247 */ 1963 */
2248
2249int 1964int
2250find_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)
2251{ 1966{
2252 int
2253 i,
2254 index = 0, flag; 1967 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2257 1969
2258 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2259 { 1971 {
2260 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]);
2261 if (!flag) 1973 if (!flag)
2262 altern[index++] = i; 1974 altern [index++] = i;
2263 1975
2264 /* 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.
2265 * 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.
2266 * 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 -
2267 * 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
2268 * 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
2269 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2271 */ 1983 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 1985 stop = maxfree[i];
2274 } 1986 }
1987
2275 if (!index) 1988 if (!index)
2276 return -1; 1989 return -1;
1990
2277 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2278} 1992}
2279 1993
2280/* 1994/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2283 * 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.
2284 * 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.
2285 */ 1999 */
2286
2287int 2000int
2288find_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)
2289{ 2002{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 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]))
2296 return i; 2005 return i;
2297 } 2006
2298 return -1; 2007 return -1;
2299} 2008}
2300 2009
2301/* 2010/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2014 */
2305static void 2015static void
2306permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2307{ 2017{
2308 int 2018 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2019 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2020
2319 tmp = arr[i]; 2021 while (--end)
2320 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2023}
2324 2024
2325/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2327 * 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
2330 * 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.
2331 */ 2031 */
2332void 2032void
2333get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2334{ 2034{
2335 int 2035 int i;
2336 i;
2337 2036
2338 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2038 search_arr[i] = i;
2341 }
2342 2039
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2043}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * 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
2357 * 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
2358 * there is capable of. 2055 * there is capable of.
2359 */ 2056 */
2360
2361int 2057int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2059{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2367 2061
2368 sint16 nx, ny; 2062 sint16 nx, ny;
2369 object * 2063 object *tmp;
2370 tmp; 2064 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2065
2374 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2375 2067
2376 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2377 { 2069 {
2389 mp = m; 2081 mp = m;
2390 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2392 2084
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2394 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2088 max = maxfree[i];
2397 }
2398 else 2089 else
2399 { 2090 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2401 2094
2402 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2096 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2407 { 2098 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2102 break;
2413 } 2103
2414 }
2415 if (tmp) 2104 if (tmp)
2416 {
2417 return freedir[i]; 2105 return freedir[i];
2418 }
2419 } 2106 }
2420 } 2107 }
2421 } 2108 }
2109
2422 return 0; 2110 return 0;
2423} 2111}
2424 2112
2425/* 2113/*
2426 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2115 * distance between the two given objects.
2428 */ 2116 */
2429
2430int 2117int
2431distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2432{ 2119{
2433 int
2434 i;
2435
2436 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);
2437 return i;
2438} 2121}
2439 2122
2440/* 2123/*
2441 * 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
2442 * 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
2443 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2444 */ 2127 */
2445
2446int 2128int
2447find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2448{ 2130{
2449 int 2131 int q;
2450 q;
2451 2132
2452 if (y) 2133 if (y)
2453 q = x * 100 / y; 2134 q = x * 100 / y;
2454 else if (x) 2135 else if (x)
2455 q = -300 * x; 2136 q = -300 * x;
2490int 2171int
2491absdir (int d) 2172absdir (int d)
2492{ 2173{
2493 while (d < 1) 2174 while (d < 1)
2494 d += 8; 2175 d += 8;
2176
2495 while (d > 8) 2177 while (d > 8)
2496 d -= 8; 2178 d -= 8;
2179
2497 return d; 2180 return d;
2498} 2181}
2499 2182
2500/* 2183/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2186 */
2504 2187
2505int 2188int
2506dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2507{ 2190{
2508 int 2191 int d;
2509 d;
2510 2192
2511 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2512 if (d > 4) 2194 if (d > 4)
2513 d = 8 - d; 2195 d = 8 - d;
2196
2514 return d; 2197 return d;
2515} 2198}
2516 2199
2517/* peterm: 2200/* peterm:
2518 * 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.
2521 * 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
2522 * 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.
2523 * 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
2524 * functions. 2207 * functions.
2525 */ 2208 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2264 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2585 */ 2266 */
2586
2587
2588int 2267int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2269{
2591 sint16 dx, dy; 2270 sint16 dx, dy;
2592 int
2593 mflags; 2271 int mflags;
2594 2272
2595 if (dir < 0) 2273 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2597 2275
2598 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2611 return 0; 2289 return 0;
2612 2290
2613 /* yes, can see. */ 2291 /* yes, can see. */
2614 if (dir < 9) 2292 if (dir < 9)
2615 return 1; 2293 return 1;
2294
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 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]);
2618} 2298}
2619
2620
2621 2299
2622/* 2300/*
2623 * 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
2624 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !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));
2639} 2317}
2640 2318
2641
2642/* 2319/*
2643 * create clone from object to another 2320 * create clone from object to another
2644 */ 2321 */
2645object * 2322object *
2646object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2647{ 2324{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2326
2651 if (!asrc) 2327 if (!asrc)
2652 return NULL; 2328 return 0;
2329
2653 src = asrc; 2330 src = asrc;
2654 if (src->head) 2331 if (src->head)
2655 src = src->head; 2332 src = src->head;
2656 2333
2657 prev = NULL; 2334 prev = 0;
2658 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2659 { 2336 {
2660 tmp = get_object (); 2337 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2338 tmp->x -= src->x;
2663 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2664 if (!part->head) 2341 if (!part->head)
2665 { 2342 {
2666 dst = tmp; 2343 dst = tmp;
2667 tmp->head = NULL; 2344 tmp->head = 0;
2668 } 2345 }
2669 else 2346 else
2670 {
2671 tmp->head = dst; 2347 tmp->head = dst;
2672 } 2348
2673 tmp->more = NULL; 2349 tmp->more = 0;
2350
2674 if (prev) 2351 if (prev)
2675 prev->more = tmp; 2352 prev->more = tmp;
2353
2676 prev = tmp; 2354 prev = tmp;
2677 } 2355 }
2678 2356
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2359
2685 return dst; 2360 return dst;
2686} 2361}
2687 2362
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2698
2699/* 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 */
2700
2701/* 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, */
2702
2703/* 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. */
2704
2705/* 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. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2369object *
2710load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2711{ 2371{
2712 object * 2372 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2716 2374
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2376
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2721 2378
2722 if (tempfile == NULL) 2379 if (tempfile == NULL)
2723 { 2380 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2382 return NULL;
2726 } 2383 }
2727 2384
2728 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2386 fclose (tempfile);
2730 2387
2731 op = get_object (); 2388 op = object::create ();
2732 2389
2733 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2734 2391
2735 if (thawer) 2392 if (thawer)
2736 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2403 * returns NULL if no match.
2747 */ 2404 */
2748object * 2405object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2407{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2410 return tmp;
2757 2411
2758 return NULL; 2412 return 0;
2759} 2413}
2760 2414
2761/* 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,
2762 * otherwise return NULL. 2416 * otherwise return NULL.
2763 * 2417 *
2765 * do the desired thing. 2419 * do the desired thing.
2766 */ 2420 */
2767key_value * 2421key_value *
2768get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2769{ 2423{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2425 if (link->key == key)
2776 {
2777 return link; 2426 return link;
2778 }
2779 }
2780 2427
2781 return NULL; 2428 return 0;
2782} 2429}
2783 2430
2784/* 2431/*
2785 * 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.
2786 * 2433 *
2826 * Returns TRUE on success. 2473 * Returns TRUE on success.
2827 */ 2474 */
2828int 2475int
2829set_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)
2830{ 2477{
2831 key_value *
2832 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2833 2479
2834 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2481 {
2836 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2837 { 2483 {
2865 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2866 2512
2867 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2868 2514
2869 if (!add_key) 2515 if (!add_key)
2870 {
2871 return FALSE; 2516 return FALSE;
2872 } 2517
2873 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2877 * should pass in "" 2522 * should pass in ""
2926 } 2571 }
2927 else 2572 else
2928 item = item->env; 2573 item = item->env;
2929} 2574}
2930 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
2931// 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
2932const char * 2606const char *
2933object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2934{ 2608{
2609 char flagdesc[512];
2935 char info2[256 * 3]; 2610 char info2[256 * 4];
2936 char *p = info; 2611 char *p = info;
2937 2612
2938 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}",
2939 count, 2614 count, uuid.seq,
2940 &name, 2615 &name,
2941 title ? " " : "", 2616 title ? "\",title:" : "",
2942 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2943 2619
2944 if (env) 2620 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2622
2947 if (map) 2623 if (map)
2948 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);
2949 2625
2950 return info; 2626 return info;
2951} 2627}
2952 2628
2953const char * 2629const char *
2954object::debug_desc () const 2630object::debug_desc () const
2955{ 2631{
2956 static char info[256 * 3]; 2632 static char info[256 * 4];
2957 return debug_desc (info); 2633 return debug_desc (info);
2958} 2634}
2959 2635

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