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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
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, 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,
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 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
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 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 226 || 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) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || 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)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* 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 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
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) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 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} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
575 } 466 }
576 467
577 op->key_values = 0; 468 op->key_values = 0;
578} 469}
579 470
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/* 471/*
633 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 477 * will point at garbage.
639 */ 478 */
640void 479void
641copy_object (object *op2, object *op) 480object::copy_to (object *dst)
642{ 481{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 484
646 op2->clone (op); 485 *(object_copy *)dst = *this;
647 486
648 if (is_freed) 487 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
650 if (is_removed) 490 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
652 492
653 if (op2->speed < 0) 493 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 495
656 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
657 if (op2->key_values) 497 if (key_values)
658 { 498 {
659 key_value *tail = 0; 499 key_value *tail = 0;
660 key_value *i; 500 key_value *i;
661 501
662 op->key_values = 0; 502 dst->key_values = 0;
663 503
664 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
665 { 505 {
666 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
667 507
668 new_link->next = 0; 508 new_link->next = 0;
669 new_link->key = i->key; 509 new_link->key = i->key;
670 new_link->value = i->value; 510 new_link->value = i->value;
671 511
672 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
673 if (!op->key_values) 513 if (!dst->key_values)
674 { 514 {
675 op->key_values = new_link; 515 dst->key_values = new_link;
676 tail = new_link; 516 tail = new_link;
677 } 517 }
678 else 518 else
679 { 519 {
680 tail->next = new_link; 520 tail->next = new_link;
681 tail = new_link; 521 tail = new_link;
682 } 522 }
683 } 523 }
684 } 524 }
685 525
686 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
687} 535}
688 536
689/* 537/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * 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 539 * 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. 540 * be called to update the face variable, _and_ how it looks on the map.
693 */ 541 */
694
695void 542void
696update_turn_face (object *op) 543update_turn_face (object *op)
697{ 544{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 546 return;
547
700 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
702} 550}
703 551
704/* 552/*
705 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
708 */ 556 */
709void 557void
710update_ob_speed (object *op) 558object::set_speed (float speed)
711{ 559{
712 extern int arch_init; 560 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 { 561 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 563 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 564 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 565
737 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 567
741 if (op->active_next != NULL) 568 if (has_active_speed ())
742 op->active_next->active_prev = op; 569 activate ();
743
744 active_objects = op;
745 }
746 else 570 else
747 { 571 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} 572}
771 573
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/* 574/*
804 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 578 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
811 * 582 *
812 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
818 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
823 */ 590 */
824
825void 591void
826update_object (object *op, int action) 592update_object (object *op, int action)
827{ 593{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
830 595
831 if (op == NULL) 596 if (op == NULL)
832 { 597 {
833 /* this should never happen */ 598 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 600 return;
836 } 601 }
837 602
838 if (op->env != NULL) 603 if (op->env)
839 { 604 {
840 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
841 * to do in this case. 606 * to do in this case.
842 */ 607 */
843 return; 608 return;
848 */ 613 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 615 return;
851 616
852 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 619 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 621#ifdef MANY_CORES
857 abort (); 622 abort ();
858#endif 623#endif
859 return; 624 return;
860 } 625 }
861 626
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
868 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
869 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
870 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 644 * to have move_allow right now.
894 */ 645 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 648 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 649 }
901 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 652 * that is being removed.
904 */ 653 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 655 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
909 else 658 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 660
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) 661 if (op->more)
919 update_object (op->more, action); 662 update_object (op->more, action);
920} 663}
921 664
922static unordered_vector<object *> mortals; 665object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940 666
941object::object () 667object::object ()
942{ 668{
943 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
944 670
945 expmul = 1.0; 671 expmul = 1.0;
946 face = blank_face; 672 face = blank_face;
947 attacked_by_count = -1;
948} 673}
949 674
950object::~object () 675object::~object ()
951{ 676{
952 free_key_values (this); 677 free_key_values (this);
953} 678}
954 679
955void object::link () 680void object::link ()
956{ 681{
957 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
958 684
959 prev = 0; 685 prev = 0;
960 next = objects; 686 next = object::first;
961 687
962 if (objects) 688 if (object::first)
963 objects->prev = this; 689 object::first->prev = this;
964 690
965 objects = this; 691 object::first = this;
966} 692}
967 693
968void object::unlink () 694void object::unlink ()
969{ 695{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects) 696 if (this == object::first)
974 objects = next; 697 object::first = next;
975 698
976 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
980 prev = 0; 703 prev = 0;
981 }
982
983 if (next)
984 {
985 next->prev = prev;
986 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
987 } 838 }
988} 839}
989 840
990object *object::create () 841object *object::create ()
991{ 842{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 843 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 844 op->link ();
1006 return op; 845 return op;
1007} 846}
1008 847
1009/* 848void
1010 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 850{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
1022 return; 861 return;
1023 862
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 863 set_speed (0);
1025 remove_friendly_object (this);
1026 864
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 flag [FLAG_FREED] = 1;
1028 remove_ob (this);
1029 866
1030 SET_FLAG (this, FLAG_FREED); 867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
1031 894
1032 if (more) 895 if (more)
1033 { 896 {
1034 more->free (free_inventory); 897 more->destroy ();
1035 more = 0; 898 more = 0;
1036 } 899 }
1037 900
1038 if (inv) 901 // clear those pointers that likely might have circular references to us
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0; 902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
1081 905
1082 /* Remove object from the active list */ 906 // only relevant for players(?), but make sure of it anyways
1083 speed = 0; 907 contr = 0;
1084 update_ob_speed (this); 908}
1085 909
1086 unlink (); 910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
1087 915
1088 mortals.push_back (this); 916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
1089} 920}
1090 921
1091/* 922/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1094 */ 925 */
1095
1096void 926void
1097sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1098{ 928{
1099 while (op != NULL) 929 while (op != NULL)
1100 { 930 {
1101 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 933
1105 op->carrying -= weight; 934 op->carrying -= weight;
1106 op = op->env; 935 op = op->env;
1107 } 936 }
1108} 937}
1109 938
1110/* remove_ob(op): 939/* op->remove ():
1111 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 944 * the previous environment.
1116 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1117 */ 946 */
1118
1119void 947void
1120remove_ob (object *op) 948object::remove ()
1121{ 949{
950 object *tmp, *last = 0;
1122 object * 951 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 952
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 954 return;
1141 955
1142 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1143 958
1144 if (op->more != NULL) 959 if (more)
1145 remove_ob (op->more); 960 more->remove ();
1146 961
1147 /* 962 /*
1148 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1149 * inventory. 964 * inventory.
1150 */ 965 */
1151 if (op->env != NULL) 966 if (env)
1152 { 967 {
1153 if (op->nrof) 968 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1155 else 970 else
1156 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1157 972
1158 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 975 * to save cpu time.
1161 */ 976 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 978 otmp->update_stats ();
1164 979
1165 if (op->above != NULL) 980 if (above)
1166 op->above->below = op->below; 981 above->below = below;
1167 else 982 else
1168 op->env->inv = op->below; 983 env->inv = below;
1169 984
1170 if (op->below != NULL) 985 if (below)
1171 op->below->above = op->above; 986 below->above = above;
1172 987
1173 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1176 */ 991 */
1177 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1178 op->map = op->env->map; 993 map = env->map;
1179 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1180 op->env = NULL; 995 env = 0;
1181 } 996 }
1182 else if (op->map) 997 else if (map)
1183 { 998 {
1184 x = op->x; 999 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 } 1000 {
1198 1001 --map->players;
1199 if (op->map != m) 1002 map->touch ();
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */ 1003 }
1004
1005 map->dirty = true;
1206 1006
1207 /* link the object above us */ 1007 /* link the object above us */
1208 if (op->above) 1008 if (above)
1209 op->above->below = op->below; 1009 above->below = below;
1210 else 1010 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1212 1012
1213 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1214 if (op->below) 1014 if (below)
1215 op->below->above = op->above; 1015 below->above = above;
1216 else 1016 else
1217 { 1017 {
1218 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1020 * evident
1221 */ 1021 */
1222 if (GET_MAP_OB (m, x, y) != op) 1022 if (GET_MAP_OB (map, x, y) != this)
1223 { 1023 {
1224 dump_object (op); 1024 char *dump = dump_object (this);
1225 LOG (llevError, 1025 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1026 "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);
1027 free (dump);
1227 dump_object (GET_MAP_OB (m, x, y)); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1228 LOG (llevError, "%s\n", errmsg); 1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1229 } 1031 }
1230 1032
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1033 map->at (x, y).bot = above; /* goes on above it. */
1232 } 1034 }
1233 1035
1234 op->above = 0; 1036 above = 0;
1235 op->below = 0; 1037 below = 0;
1236 1038
1237 if (op->map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1238 return; 1040 return;
1239 1041
1240 tag = op->count; 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1043
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1244 { 1045 {
1245 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1246 * being removed. 1047 * being removed.
1247 */ 1048 */
1248 1049
1249 if (tmp->type == PLAYER && tmp != op) 1050 if (tmp->type == PLAYER && tmp != this)
1250 { 1051 {
1251 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1253 * appropriately. 1054 * appropriately.
1254 */ 1055 */
1255 if (tmp->container == op) 1056 if (tmp->container == this)
1256 { 1057 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1058 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1059 tmp->container = 0;
1259 } 1060 }
1260 1061
1261 tmp->contr->socket.update_look = 1; 1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1262 } 1064 }
1263 1065
1264 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1070 {
1267 move_apply (tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1268 1072
1269 if (was_destroyed (op, tag)) 1073 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1075 }
1274 1076
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1278 tmp->above = NULL; 1080 tmp->above = 0;
1279 1081
1280 last = tmp; 1082 last = tmp;
1281 } 1083 }
1282 1084
1283 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1087 if (!last)
1285 { 1088 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1089 else
1295 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1296 1091
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1299 } 1094 }
1300} 1095}
1301 1096
1302/* 1097/*
1303 * merge_ob(op,top): 1098 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1312{ 1107{
1313 if (!op->nrof) 1108 if (!op->nrof)
1314 return 0; 1109 return 0;
1315 1110
1316 if (top == NULL) 1111 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1318 1114
1319 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1320 { 1116 {
1321 if (top == op) 1117 if (top == op)
1322 continue; 1118 continue;
1323 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1324 { 1121 {
1325 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1326 1123
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1126 op->destroy ();
1330 free_object (op);
1331 return top; 1127 return top;
1332 } 1128 }
1333 } 1129 }
1334 1130
1335 return NULL; 1131 return 0;
1336} 1132}
1337 1133
1338/* 1134/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1340 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1341 */ 1137 */
1342object * 1138object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1140{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1142 {
1352 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1354 } 1145 }
1355 1146
1374 * Return value: 1165 * Return value:
1375 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1168 * just 'op' otherwise
1378 */ 1169 */
1379
1380object * 1170object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1172{
1383 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1384 sint16 x, y; 1174 sint16 x, y;
1385 1175
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1176 if (QUERY_FLAG (op, FLAG_FREED))
1387 { 1177 {
1388 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL; 1179 return NULL;
1390 } 1180 }
1391 1181
1392 if (m == NULL) 1182 if (!m)
1393 { 1183 {
1394 dump_object (op); 1184 char *dump = dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1396 return op; 1187 return op;
1397 } 1188 }
1398 1189
1399 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1400 { 1191 {
1401 dump_object (op); 1192 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1194#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1197 * improperly inserted.
1407 */ 1198 */
1408 abort (); 1199 abort ();
1409#endif 1200#endif
1201 free (dump);
1410 return op; 1202 return op;
1411 } 1203 }
1412 1204
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 { 1206 {
1415 dump_object (op); 1207 char *dump = dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1417 return op; 1210 return op;
1418 } 1211 }
1419 1212
1420 if (op->more != NULL) 1213 if (op->more)
1421 { 1214 {
1422 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1423 1216
1424 object *more = op->more; 1217 object *more = op->more;
1425 1218
1426 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1427 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1430 */ 1223 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map) 1226 else if (!more->map)
1434 { 1227 {
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 { 1235 {
1443 if (!op->head) 1236 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1238
1446 return NULL; 1239 return 0;
1447 } 1240 }
1448 } 1241 }
1449 1242
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1244
1458 y = op->y; 1251 y = op->y;
1459 1252
1460 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1461 */ 1254 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1465 { 1258 {
1466 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1260 tmp->destroy ();
1468 free_object (tmp);
1469 } 1261 }
1470 1262
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1265
1486 op->below = originator->below; 1278 op->below = originator->below;
1487 1279
1488 if (op->below) 1280 if (op->below)
1489 op->below->above = op; 1281 op->below->above = op;
1490 else 1282 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1492 1284
1493 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1494 originator->below = op; 1286 originator->below = op;
1495 } 1287 }
1496 else 1288 else
1497 { 1289 {
1498 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 { 1292 {
1501 object *last = NULL; 1293 object *last = 0;
1502 1294
1503 /* 1295 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1514 */ 1306 */
1515
1516 while (top != NULL) 1307 while (top)
1517 { 1308 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1310 floor = top;
1520 1311
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1335 * stacking is a bit odd.
1545 */ 1336 */
1546 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 { 1339 {
1549 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1342 break;
1552 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575 1366
1576 if (op->above) 1367 if (op->above)
1577 op->above->below = op; 1368 op->above->below = op;
1578 1369
1579 op->below = NULL; 1370 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1581 } 1372 }
1582 else 1373 else
1583 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1584 op->above = top->above; 1375 op->above = top->above;
1585 1376
1588 1379
1589 op->below = top; 1380 op->below = top;
1590 top->above = op; 1381 top->above = op;
1591 } 1382 }
1592 1383
1593 if (op->above == NULL) 1384 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1596 1387
1597 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1598 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1599 1396
1600 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1602 */ 1399 */
1603 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1605 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1607 1404
1608 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1412 * of effect may be sufficient.
1616 */ 1413 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1619 1416
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1622 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1623 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1625 * 1424 *
1626 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1428 * update_object().
1631 1430
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1433 {
1635 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1636 return NULL; 1435 return 0;
1637 1436
1638 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1438 * walk on's.
1640 */ 1439 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1643 return NULL; 1442 return 0;
1644 } 1443 }
1645 1444
1646 return op; 1445 return op;
1647} 1446}
1648 1447
1649/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1652 */ 1451 */
1653void 1452void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1454{
1656 object * 1455 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1456
1661 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1662 1458
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1461 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1462
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1464
1674 tmp1->x = op->x; 1465 tmp1->x = op->x;
1675 tmp1->y = op->y; 1466 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1677} 1474}
1678 1475
1679/* 1476/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1481 * global static errmsg array.
1685 */ 1482 */
1686
1687object * 1483object *
1688get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1689{ 1485{
1690 object * 1486 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1488
1695 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1696 { 1490 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1492 return NULL;
1699 } 1493 }
1700 1494
1701 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1702 1496
1703 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1704 { 1498 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1499 else if (!is_removed)
1710 { 1500 {
1711 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1733 1523
1734object * 1524object *
1735decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1736{ 1526{
1737 object *tmp; 1527 object *tmp;
1738 player *pl;
1739 1528
1740 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1530 return op;
1742 1531
1743 if (i > op->nrof) 1532 if (i > op->nrof)
1744 i = op->nrof; 1533 i = op->nrof;
1745 1534
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1536 op->nrof -= i;
1748 else if (op->env != NULL) 1537 else if (op->env)
1749 { 1538 {
1750 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1751 * therein? 1540 * therein?
1752 */ 1541 */
1753 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1547 * and then searching the map for a player.
1759 */ 1548 */
1760 if (!tmp) 1549 if (!tmp)
1761 { 1550 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1764 break; 1554 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1555 }
1770 1556
1771 if (i < op->nrof) 1557 if (i < op->nrof)
1772 { 1558 {
1773 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1560 op->nrof -= i;
1775 if (tmp) 1561 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1778 }
1779 } 1563 }
1780 else 1564 else
1781 { 1565 {
1782 remove_ob (op); 1566 op->remove ();
1783 op->nrof = 0; 1567 op->nrof = 0;
1784 if (tmp) 1568 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1570 }
1789 } 1571 }
1790 else 1572 else
1791 { 1573 {
1792 object *above = op->above; 1574 object *above = op->above;
1793 1575
1794 if (i < op->nrof) 1576 if (i < op->nrof)
1795 op->nrof -= i; 1577 op->nrof -= i;
1796 else 1578 else
1797 { 1579 {
1798 remove_ob (op); 1580 op->remove ();
1799 op->nrof = 0; 1581 op->nrof = 0;
1800 } 1582 }
1801 1583
1802 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1805 { 1587 {
1806 if (op->nrof) 1588 if (op->nrof)
1807 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1808 else 1590 else
1812 1594
1813 if (op->nrof) 1595 if (op->nrof)
1814 return op; 1596 return op;
1815 else 1597 else
1816 { 1598 {
1817 free_object (op); 1599 op->destroy ();
1818 return NULL; 1600 return 0;
1819 } 1601 }
1820} 1602}
1821 1603
1822/* 1604/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1835 op->carrying += weight; 1617 op->carrying += weight;
1836 op = op->env; 1618 op = op->env;
1837 } 1619 }
1838} 1620}
1839 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1840/* 1642/*
1841 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1842 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1843 * inside the object environment. 1645 * inside the object environment.
1844 * 1646 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1852 */ 1649 */
1853 1650
1854object * 1651object *
1855insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1856{ 1653{
1857 object * 1654 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1655
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1657 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1658
1881 if (op->more) 1659 if (op->more)
1882 { 1660 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1662 return op;
1886 1664
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1667 if (op->nrof)
1890 { 1668 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1893 { 1671 {
1894 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1673 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1899 */ 1677 */
1900 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1903 op = tmp; 1681 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1684 break;
1907 } 1685 }
1908 1686
1909 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1691 * the linking below
1914 */ 1692 */
1915 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1916 } 1694 }
1917 else 1695 else
1918 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1919 1697
1920 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1701 otmp->update_stats ();
1925 }
1926 1702
1927 op->map = NULL; 1703 op->map = 0;
1928 op->env = where; 1704 op->env = this;
1929 op->above = NULL; 1705 op->above = 0;
1930 op->below = NULL; 1706 op->below = 0;
1931 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1932 1708
1933 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1935 { 1711 {
1936#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1941 } 1717 }
1942 1718
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1720 * It sure simplifies this function...
1945 */ 1721 */
1946 if (where->inv == NULL) 1722 if (!inv)
1947 where->inv = op; 1723 inv = op;
1948 else 1724 else
1949 { 1725 {
1950 op->below = where->inv; 1726 op->below = inv;
1951 op->below->above = op; 1727 op->below->above = op;
1952 where->inv = op; 1728 inv = op;
1953 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1954 return op; 1733 return op;
1955} 1734}
1956 1735
1957/* 1736/*
1958 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1972 * 1751 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1754 * on top.
1976 */ 1755 */
1977
1978int 1756int
1979check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1980{ 1758{
1981 object * 1759 object *tmp;
1982 tmp; 1760 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1761 int x = op->x, y = op->y;
1989 1762
1990 MoveType 1763 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1764
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1766 return 0;
1997
1998 tag = op->count;
1999 1767
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1771
2019 1787
2020 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
2022 */ 1790 */
2023 1791
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1793 {
2026 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1796 * we don't need to check all of them.
2029 */ 1797 */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1834 {
2067 move_apply (tmp, op, originator); 1835 move_apply (tmp, op, originator);
2068 1836
2069 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
2070 return 1; 1838 return 1;
2071 1839
2072 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
2084/* 1852/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2088 */ 1856 */
2089
2090object * 1857object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1859{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2097 { 1861 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1863 return NULL;
2100 } 1864 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1867 if (tmp->arch == at)
2103 return tmp; 1868 return tmp;
1869
2104 return NULL; 1870 return NULL;
2105} 1871}
2106 1872
2107/* 1873/*
2108 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2111 */ 1877 */
2112
2113object * 1878object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2115{ 1880{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2120 { 1882 {
2121 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1884 return NULL;
2123 } 1885 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1888 if (tmp->type == type)
2126 return tmp; 1889 return tmp;
1890
2127 return NULL; 1891 return NULL;
2128} 1892}
2129 1893
2130/* 1894/*
2131 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2134 */ 1898 */
2135
2136object * 1899object *
2137present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2138{ 1901{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1903 if (tmp->type == type)
2144 return tmp; 1904 return tmp;
1905
2145 return NULL; 1906 return NULL;
2146} 1907}
2147 1908
2148/* 1909/*
2149 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1921 * to be unique.
2161 */ 1922 */
2162
2163object * 1923object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1925{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1928 return tmp;
2173 } 1929
2174 return NULL; 1930 return 0;
2175} 1931}
2176 1932
2177/* 1933/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2181 */ 1937 */
2182
2183object * 1938object *
2184present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2185{ 1940{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1942 if (tmp->arch == at)
2191 return tmp; 1943 return tmp;
1944
2192 return NULL; 1945 return NULL;
2193} 1946}
2194 1947
2195/* 1948/*
2196 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2197 */ 1950 */
2198void 1951void
2199flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2200{ 1953{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1954 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1956 {
2207 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2209 } 1959 }
2210} /* 1960}
1961
1962/*
2211 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2212 */ 1964 */
2213void 1965void
2214unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2215{ 1967{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1968 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1970 {
2222 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2224 } 1973 }
2225} 1974}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2232 */ 1981 */
2233
2234void 1982void
2235set_cheat (object *op) 1983set_cheat (object *op)
2236{ 1984{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 2008 * customized, changed states, etc.
2261 */ 2009 */
2262
2263int 2010int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 2012{
2266 int
2267 i,
2268 index = 0, flag; 2013 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2271 2015
2272 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2273 { 2017 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 2019 if (!flag)
2276 altern[index++] = i; 2020 altern [index++] = i;
2277 2021
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2285 */ 2029 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 2031 stop = maxfree[i];
2288 } 2032 }
2033
2289 if (!index) 2034 if (!index)
2290 return -1; 2035 return -1;
2036
2291 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2292} 2038}
2293 2039
2294/* 2040/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2045 */
2300
2301int 2046int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2048{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2051 return i;
2311 } 2052
2312 return -1; 2053 return -1;
2313} 2054}
2314 2055
2315/* 2056/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2060 */
2319static void 2061static void
2320permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2321{ 2063{
2322 int 2064 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2065 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2066
2333 tmp = arr[i]; 2067 while (--end)
2334 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2069}
2338 2070
2339/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2077 */
2346void 2078void
2347get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2348{ 2080{
2349 int 2081 int i;
2350 i;
2351 2082
2352 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2084 search_arr[i] = i;
2355 }
2356 2085
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2089}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2101 * there is capable of.
2373 */ 2102 */
2374
2375int 2103int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2105{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2381 2107
2382 sint16 nx, ny; 2108 sint16 nx, ny;
2383 object * 2109 object *tmp;
2384 tmp; 2110 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2111
2388 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2389 2113
2390 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2391 { 2115 {
2403 mp = m; 2127 mp = m;
2404 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2406 2130
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2408 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2134 max = maxfree[i];
2411 }
2412 else 2135 else
2413 { 2136 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2415 2140
2416 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2142 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2421 { 2144 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2148 break;
2427 } 2149
2428 }
2429 if (tmp) 2150 if (tmp)
2430 {
2431 return freedir[i]; 2151 return freedir[i];
2432 }
2433 } 2152 }
2434 } 2153 }
2435 } 2154 }
2155
2436 return 0; 2156 return 0;
2437} 2157}
2438 2158
2439/* 2159/*
2440 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2161 * distance between the two given objects.
2442 */ 2162 */
2443
2444int 2163int
2445distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2446{ 2165{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2167}
2453 2168
2454/* 2169/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2458 */ 2173 */
2459
2460int 2174int
2461find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2462{ 2176{
2463 int 2177 int q;
2464 q;
2465 2178
2466 if (y) 2179 if (y)
2467 q = x * 100 / y; 2180 q = x * 100 / y;
2468 else if (x) 2181 else if (x)
2469 q = -300 * x; 2182 q = -300 * x;
2504int 2217int
2505absdir (int d) 2218absdir (int d)
2506{ 2219{
2507 while (d < 1) 2220 while (d < 1)
2508 d += 8; 2221 d += 8;
2222
2509 while (d > 8) 2223 while (d > 8)
2510 d -= 8; 2224 d -= 8;
2225
2511 return d; 2226 return d;
2512} 2227}
2513 2228
2514/* 2229/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2517 */ 2232 */
2518 2233
2519int 2234int
2520dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2521{ 2236{
2522 int 2237 int d;
2523 d;
2524 2238
2525 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2526 if (d > 4) 2240 if (d > 4)
2527 d = 8 - d; 2241 d = 8 - d;
2242
2528 return d; 2243 return d;
2529} 2244}
2530 2245
2531/* peterm: 2246/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2253 * functions.
2539 */ 2254 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2310 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2599 */ 2312 */
2600
2601
2602int 2313int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2315{
2605 sint16 dx, dy; 2316 sint16 dx, dy;
2606 int
2607 mflags; 2317 int mflags;
2608 2318
2609 if (dir < 0) 2319 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2611 2321
2612 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2625 return 0; 2335 return 0;
2626 2336
2627 /* yes, can see. */ 2337 /* yes, can see. */
2628 if (dir < 9) 2338 if (dir < 9)
2629 return 1; 2339 return 1;
2340
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2344}
2633
2634
2635 2345
2636/* 2346/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2363}
2654 2364
2655
2656/* 2365/*
2657 * create clone from object to another 2366 * create clone from object to another
2658 */ 2367 */
2659object * 2368object *
2660object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2661{ 2370{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2372
2665 if (!asrc) 2373 if (!asrc)
2666 return NULL; 2374 return 0;
2375
2667 src = asrc; 2376 src = asrc;
2668 if (src->head) 2377 if (src->head)
2669 src = src->head; 2378 src = src->head;
2670 2379
2671 prev = NULL; 2380 prev = 0;
2672 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2673 { 2382 {
2674 tmp = get_object (); 2383 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2384 tmp->x -= src->x;
2677 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2678 if (!part->head) 2387 if (!part->head)
2679 { 2388 {
2680 dst = tmp; 2389 dst = tmp;
2681 tmp->head = NULL; 2390 tmp->head = 0;
2682 } 2391 }
2683 else 2392 else
2684 {
2685 tmp->head = dst; 2393 tmp->head = dst;
2686 } 2394
2687 tmp->more = NULL; 2395 tmp->more = 0;
2396
2688 if (prev) 2397 if (prev)
2689 prev->more = tmp; 2398 prev->more = tmp;
2399
2690 prev = tmp; 2400 prev = tmp;
2691 } 2401 }
2692 2402
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2405
2699 return dst; 2406 return dst;
2700} 2407}
2701 2408
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2415object *
2724load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2725{ 2417{
2726 object * 2418 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2730 2420
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2422
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2423 FILE *tempfile = fopen (filename, "w");
2735 2424
2736 if (tempfile == NULL) 2425 if (tempfile == NULL)
2737 { 2426 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2428 return NULL;
2740 }; 2429 }
2430
2741 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2432 fclose (tempfile);
2743 2433
2744 op = get_object (); 2434 op = object::create ();
2745 2435
2746 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2747 2437
2748 if (thawer) 2438 if (thawer)
2749 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2759 * returns NULL if no match. 2449 * returns NULL if no match.
2760 */ 2450 */
2761object * 2451object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2453{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2456 return tmp;
2770 2457
2771 return NULL; 2458 return 0;
2772} 2459}
2773 2460
2774/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2462 * otherwise return NULL.
2776 * 2463 *
2778 * do the desired thing. 2465 * do the desired thing.
2779 */ 2466 */
2780key_value * 2467key_value *
2781get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2782{ 2469{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2471 if (link->key == key)
2789 {
2790 return link; 2472 return link;
2791 }
2792 }
2793 2473
2794 return NULL; 2474 return 0;
2795} 2475}
2796 2476
2797/* 2477/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2479 *
2839 * Returns TRUE on success. 2519 * Returns TRUE on success.
2840 */ 2520 */
2841int 2521int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2523{
2844 key_value *
2845 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2846 2525
2847 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2527 {
2849 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2850 { 2529 {
2878 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2879 2558
2880 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2881 2560
2882 if (!add_key) 2561 if (!add_key)
2883 {
2884 return FALSE; 2562 return FALSE;
2885 } 2563
2886 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2890 * should pass in "" 2568 * should pass in ""
2939 } 2617 }
2940 else 2618 else
2941 item = item->env; 2619 item = item->env;
2942} 2620}
2943 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2944// return a suitable string describing an objetc in enough detail to find it 2651// return a suitable string describing an object in enough detail to find it
2945const char * 2652const char *
2946object::debug_desc (char *info) const 2653object::debug_desc (char *info) const
2947{ 2654{
2655 char flagdesc[512];
2948 char info2[256 * 3]; 2656 char info2[256 * 4];
2949 char *p = info; 2657 char *p = info;
2950 2658
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2952 count, 2660 count, uuid.seq,
2953 &name, 2661 &name,
2954 title ? " " : "", 2662 title ? "\",title:" : "",
2955 title ? (const char *)title : ""); 2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2956 2665
2957 if (env) 2666 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2668
2960 if (map) 2669 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2671
2963 return info; 2672 return info;
2964} 2673}
2965 2674
2966const char * 2675const char *
2967object::debug_desc () const 2676object::debug_desc () const
2968{ 2677{
2969 static char info[256 * 3]; 2678 static char info[256 * 4];
2970 return debug_desc (info); 2679 return debug_desc (info);
2971} 2680}
2972 2681

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