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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378 362
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
408} 392}
409 393
410/* 394/*
411 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
418 if (op->count == i) 401 ? objects [i]
419 return op; 402 : 0;
420
421 return 0;
422} 403}
423 404
424/* 405/*
425 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
428 */ 409 */
429
430object * 410object *
431find_object_name (const char *str) 411find_object_name (const char *str)
432{ 412{
433 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
434 object *op; 414 object *op;
435 415
436 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
437 if (op->name == str_) 417 if (op->name == str_)
438 break; 418 break;
439 419
440 return op; 420 return op;
441} 421}
484 } 464 }
485 465
486 op->key_values = 0; 466 op->key_values = 0;
487} 467}
488 468
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 469/*
532 * copy_to first frees everything allocated by the dst object, 470 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 471 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
541{ 479{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 482
545 *(object_copy *)dst = *this; 483 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 484
551 if (is_freed) 485 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
553 487
554 if (is_removed) 488 if (is_removed)
585 tail = new_link; 519 tail = new_link;
586 } 520 }
587 } 521 }
588 } 522 }
589 523
590 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
591} 533}
592 534
593/* 535/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
597 */ 539 */
598
599void 540void
600update_turn_face (object *op) 541update_turn_face (object *op)
601{ 542{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 544 return;
545
604 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
606} 548}
607 549
608/* 550/*
609 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
612 */ 554 */
613void 555void
614update_ob_speed (object *op) 556object::set_speed (float speed)
615{ 557{
616 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 559 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 561 speed = 0;
629#endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 { 562 }
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640 563
641 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
642 * of the list. */
643 op->active_next = active_objects;
644 565
645 if (op->active_next != NULL) 566 if (has_active_speed ())
646 op->active_next->active_prev = op; 567 activate ();
647
648 active_objects = op;
649 }
650 else 568 else
651 { 569 deactivate ();
652 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects)
654 return;
655
656 if (op->active_prev == NULL)
657 {
658 active_objects = op->active_next;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = NULL;
662 }
663 else
664 {
665 op->active_prev->active_next = op->active_next;
666
667 if (op->active_next)
668 op->active_next->active_prev = op->active_prev;
669 }
670
671 op->active_next = NULL;
672 op->active_prev = NULL;
673 }
674} 570}
675 571
676/* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684void
685remove_from_active_list (object *op)
686{
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 {
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705}
706
707/* 572/*
708 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 576 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
715 * 580 *
716 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 582 * current action are:
722 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
727 */ 588 */
728
729void 589void
730update_object (object *op, int action) 590update_object (object *op, int action)
731{ 591{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
734 593
735 if (op == NULL) 594 if (op == NULL)
736 { 595 {
737 /* this should never happen */ 596 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 598 return;
740 } 599 }
741 600
742 if (op->env != NULL) 601 if (op->env)
743 { 602 {
744 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
745 * to do in this case. 604 * to do in this case.
746 */ 605 */
747 return; 606 return;
752 */ 611 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 613 return;
755 614
756 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 617 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 619#ifdef MANY_CORES
761 abort (); 620 abort ();
762#endif 621#endif
763 return; 622 return;
764 } 623 }
765 624
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
773 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
774 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 642 * to have move_allow right now.
798 */ 643 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 646 m.flags_ = 0;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 647 }
805
806 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 650 * that is being removed.
809 */ 651 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 653 m.flags_ = 0;
812 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
814 else 656 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 658
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 659 if (op->more)
824 update_object (op->more, action); 660 update_object (op->more, action);
825} 661}
826 662
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first; 663object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842 664
843object::object () 665object::object ()
844{ 666{
845 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
846 668
853 free_key_values (this); 675 free_key_values (this);
854} 676}
855 677
856void object::link () 678void object::link ()
857{ 679{
858 count = ++ob_count;
859 uuid = gen_uuid (); 680 uuid = gen_uuid ();
860 681
861 prev = 0; 682 refcnt_inc ();
862 next = object::first; 683 objects.insert (this);
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868} 684}
869 685
870void object::unlink () 686void object::unlink ()
871{ 687{
872 if (this == object::first) 688 objects.erase (this);
873 object::first = next; 689 refcnt_dec ();
690}
874 691
875 /* Remove this object from the list of used objects */ 692void
876 if (prev) prev->next = next; 693object::activate ()
877 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
878 698
879 prev = 0; 699 if (has_active_speed ())
880 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
881} 795}
882 796
883object *object::create () 797object *object::create ()
884{ 798{
885 object *op = new object; 799 object *op = new object;
886 op->link (); 800 op->link ();
887 return op; 801 return op;
888} 802}
889 803
890/* 804void
891 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 806{
902 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
903 return; 817 return;
904 818
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 set_speed (0);
906 remove_friendly_object (this);
907 820
908 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 flag [FLAG_FREED] = 1;
909 remove ();
910 822
911 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
912 824
913 if (more) 825 destroy_inv (true);
914 { 826 unlink ();
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv)
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 827
961 // hack to ensure that freed objects still have a valid map 828 // hack to ensure that freed objects still have a valid map
962 { 829 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 830 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 831
968 835
969 freed_map->name = "/internal/freed_objects_map"; 836 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3; 837 freed_map->width = 3;
971 freed_map->height = 3; 838 freed_map->height = 3;
972 839
973 freed_map->allocate (); 840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
974 } 842 }
975 843
976 map = freed_map; 844 map = freed_map;
977 x = 1; 845 x = 1;
978 y = 1; 846 y = 1;
979 } 847 }
980 848
849 head = 0;
850
851 if (more)
852 {
853 more->destroy ();
854 more = 0;
855 }
856
981 // clear those pointers that likely might have circular references to us 857 // clear those pointers that likely might have circular references to us
982 owner = 0; 858 owner = 0;
983 enemy = 0; 859 enemy = 0;
984 attacked_by = 0; 860 attacked_by = 0;
861}
985 862
986 // only relevant for players(?), but make sure of it anyways 863void
987 contr = 0; 864object::destroy (bool destroy_inventory)
865{
866 if (destroyed ())
867 return;
988 868
989 /* Remove object from the active list */ 869 if (destroy_inventory)
990 speed = 0; 870 destroy_inv (false);
991 update_ob_speed (this);
992 871
993 unlink (); 872 attachable::destroy ();
994
995 mortals.push_back (this);
996} 873}
997 874
998/* 875/*
999 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1024object::remove () 901object::remove ()
1025{ 902{
1026 object *tmp, *last = 0; 903 object *tmp, *last = 0;
1027 object *otmp; 904 object *otmp;
1028 905
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 907 return;
1033 908
1034 SET_FLAG (this, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1035 911
1036 if (more) 912 if (more)
1037 more->remove (); 913 more->remove ();
1038 914
1039 /* 915 /*
1049 925
1050 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 928 * to save cpu time.
1053 */ 929 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 931 otmp->update_stats ();
1056 932
1057 if (above != NULL) 933 if (above)
1058 above->below = below; 934 above->below = below;
1059 else 935 else
1060 env->inv = below; 936 env->inv = below;
1061 937
1062 if (below != NULL) 938 if (below)
1063 below->above = above; 939 below->above = above;
1064 940
1065 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1071 above = 0, below = 0; 947 above = 0, below = 0;
1072 env = 0; 948 env = 0;
1073 } 949 }
1074 else if (map) 950 else if (map)
1075 { 951 {
1076 /* Re did the following section of code - it looks like it had 952 if (type == PLAYER)
1077 * lots of logic for things we no longer care about
1078 */ 953 {
954 --map->players;
955 map->touch ();
956 }
957
958 map->dirty = true;
1079 959
1080 /* link the object above us */ 960 /* link the object above us */
1081 if (above) 961 if (above)
1082 above->below = below; 962 above->below = below;
1083 else 963 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1085 965
1086 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1087 if (below) 967 if (below)
1088 below->above = above; 968 below->above = above;
1089 else 969 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 982 LOG (llevError, "%s\n", dump);
1103 free (dump); 983 free (dump);
1104 } 984 }
1105 985
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1107 } 987 }
1108 988
1109 above = 0; 989 above = 0;
1110 below = 0; 990 below = 0;
1111 991
1112 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1113 return; 993 return;
1114 994
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 996
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1118 { 998 {
1119 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1120 * being removed. 1000 * being removed.
1121 */ 1001 */
1122 1002
1126 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1127 * appropriately. 1007 * appropriately.
1128 */ 1008 */
1129 if (tmp->container == this) 1009 if (tmp->container == this)
1130 { 1010 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1012 tmp->container = 0;
1133 } 1013 }
1134 1014
1135 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1136 } 1017 }
1137 1018
1138 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1139 if (check_walk_off 1020 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1021 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1023 {
1143 move_apply (tmp, this, 0); 1024 move_apply (tmp, this, 0);
1145 if (destroyed ()) 1026 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1028 }
1148 1029
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1151 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1152 tmp->above = 0; 1033 tmp->above = 0;
1153 1034
1154 last = tmp; 1035 last = tmp;
1155 } 1036 }
1156 1037
1157 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1040 if (!last)
1159 { 1041 map->at (x, y).flags_ = 0;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1042 else
1169 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1170 1044
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1173 } 1047 }
1174} 1048}
1175 1049
1176/* 1050/*
1185merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1186{ 1060{
1187 if (!op->nrof) 1061 if (!op->nrof)
1188 return 0; 1062 return 0;
1189 1063
1190 if (top == NULL) 1064 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1192 1067
1193 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1194 { 1069 {
1195 if (top == op) 1070 if (top == op)
1196 continue; 1071 continue;
1197 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1198 { 1074 {
1199 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1200 1076
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1213 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1214 */ 1090 */
1215object * 1091object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1093{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1095 {
1225 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1227 } 1098 }
1228 1099
1247 * Return value: 1118 * Return value:
1248 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1121 * just 'op' otherwise
1251 */ 1122 */
1252
1253object * 1123object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1125{
1256 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1257 sint16 x, y; 1127 sint16 x, y;
1260 { 1130 {
1261 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL; 1132 return NULL;
1263 } 1133 }
1264 1134
1265 if (m == NULL) 1135 if (!m)
1266 { 1136 {
1267 char *dump = dump_object (op); 1137 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump); 1139 free (dump);
1270 return op; 1140 return op;
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump); 1162 free (dump);
1293 return op; 1163 return op;
1294 } 1164 }
1295 1165
1296 if (op->more != NULL) 1166 if (op->more)
1297 { 1167 {
1298 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1299 1169
1300 object *more = op->more; 1170 object *more = op->more;
1301 1171
1302 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1303 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1306 */ 1176 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map) 1179 else if (!more->map)
1310 { 1180 {
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 { 1188 {
1319 if (!op->head) 1189 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321 1191
1322 return NULL; 1192 return 0;
1323 } 1193 }
1324 } 1194 }
1325 1195
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1197
1334 y = op->y; 1204 y = op->y;
1335 1205
1336 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1337 */ 1207 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1341 { 1211 {
1342 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1213 tmp->destroy ();
1344 } 1214 }
1345 1215
1361 op->below = originator->below; 1231 op->below = originator->below;
1362 1232
1363 if (op->below) 1233 if (op->below)
1364 op->below->above = op; 1234 op->below->above = op;
1365 else 1235 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1367 1237
1368 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1369 originator->below = op; 1239 originator->below = op;
1370 } 1240 }
1371 else 1241 else
1372 { 1242 {
1373 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 { 1245 {
1376 object *last = NULL; 1246 object *last = 0;
1377 1247
1378 /* 1248 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1385 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1389 */ 1259 */
1390
1391 while (top != NULL) 1260 while (top)
1392 { 1261 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1263 floor = top;
1395 1264
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1417 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1288 * stacking is a bit odd.
1420 */ 1289 */
1421 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 { 1292 {
1424 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1295 break;
1427 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450 1319
1451 if (op->above) 1320 if (op->above)
1452 op->above->below = op; 1321 op->above->below = op;
1453 1322
1454 op->below = NULL; 1323 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1456 } 1325 }
1457 else 1326 else
1458 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1459 op->above = top->above; 1328 op->above = top->above;
1460 1329
1463 1332
1464 op->below = top; 1333 op->below = top;
1465 top->above = op; 1334 top->above = op;
1466 } 1335 }
1467 1336
1468 if (op->above == NULL) 1337 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1471 1340
1472 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1473 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1474 1349
1475 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1477 */ 1352 */
1478 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1480 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1356 pl->contr->ns->floorbox_update ();
1482 1357
1483 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1490 * of effect may be sufficient. 1365 * of effect may be sufficient.
1491 */ 1366 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1494 1369
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1497 1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1498 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1500 * 1377 *
1501 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1381 * update_object().
1506 1383
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 { 1386 {
1510 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1511 return NULL; 1388 return 0;
1512 1389
1513 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1391 * walk on's.
1515 */ 1392 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1518 return NULL; 1395 return 0;
1519 } 1396 }
1520 1397
1521 return op; 1398 return op;
1522} 1399}
1523 1400
1524/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1527 */ 1404 */
1528void 1405void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1407{
1531 object * 1408 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1409
1536 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1537 1411
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1540 tmp->destroy (); 1414 tmp->destroy ();
1541 1415
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1543 1417
1544 tmp1->x = op->x; 1418 tmp1->x = op->x;
1545 tmp1->y = op->y; 1419 tmp1->y = op->y;
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1547} 1427}
1548 1428
1549/* 1429/*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array. 1434 * global static errmsg array.
1555 */ 1435 */
1556
1557object * 1436object *
1558get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1559{ 1438{
1560 object *newob; 1439 object *newob;
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1597 1476
1598object * 1477object *
1599decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1600{ 1479{
1601 object *tmp; 1480 object *tmp;
1602 player *pl;
1603 1481
1604 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1483 return op;
1606 1484
1607 if (i > op->nrof) 1485 if (i > op->nrof)
1608 i = op->nrof; 1486 i = op->nrof;
1609 1487
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1489 op->nrof -= i;
1612 else if (op->env != NULL) 1490 else if (op->env)
1613 { 1491 {
1614 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1615 * therein? 1493 * therein?
1616 */ 1494 */
1617 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1500 * and then searching the map for a player.
1623 */ 1501 */
1624 if (!tmp) 1502 if (!tmp)
1625 { 1503 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1628 break; 1507 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1508 }
1634 1509
1635 if (i < op->nrof) 1510 if (i < op->nrof)
1636 { 1511 {
1637 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1513 op->nrof -= i;
1639 if (tmp) 1514 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1642 }
1643 } 1516 }
1644 else 1517 else
1645 { 1518 {
1646 op->remove (); 1519 op->remove ();
1647 op->nrof = 0; 1520 op->nrof = 0;
1648 if (tmp) 1521 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1523 }
1653 } 1524 }
1654 else 1525 else
1655 { 1526 {
1656 object *above = op->above; 1527 object *above = op->above;
1662 op->remove (); 1533 op->remove ();
1663 op->nrof = 0; 1534 op->nrof = 0;
1664 } 1535 }
1665 1536
1666 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1669 { 1540 {
1670 if (op->nrof) 1541 if (op->nrof)
1671 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1672 else 1543 else
1677 if (op->nrof) 1548 if (op->nrof)
1678 return op; 1549 return op;
1679 else 1550 else
1680 { 1551 {
1681 op->destroy (); 1552 op->destroy ();
1682 return NULL; 1553 return 0;
1683 } 1554 }
1684} 1555}
1685 1556
1686/* 1557/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1620 if (op->nrof)
1750 { 1621 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1753 { 1624 {
1754 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1626 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1776 } 1647 }
1777 else 1648 else
1778 add_weight (this, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1779 1650
1780 otmp = is_player_inv (this); 1651 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1652 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1654 otmp->update_stats ();
1784 1655
1785 op->map = NULL; 1656 op->map = 0;
1786 op->env = this; 1657 op->env = this;
1787 op->above = NULL; 1658 op->above = 0;
1788 op->below = NULL; 1659 op->below = 0;
1789 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1790 1661
1791 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1663 if ((op->glow_radius != 0) && map)
1793 { 1664 {
1794#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1668 if (map->darkness)
1798 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1799 } 1670 }
1800 1671
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1673 * It sure simplifies this function...
1807 { 1678 {
1808 op->below = inv; 1679 op->below = inv;
1809 op->below->above = op; 1680 op->below->above = op;
1810 inv = op; 1681 inv = op;
1811 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1812 1685
1813 return op; 1686 return op;
1814} 1687}
1815 1688
1816/* 1689/*
1831 * 1704 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1707 * on top.
1835 */ 1708 */
1836
1837int 1709int
1838check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1839{ 1711{
1840 object *tmp; 1712 object *tmp;
1841 maptile *m = op->map; 1713 maptile *m = op->map;
1868 1740
1869 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1871 */ 1743 */
1872 1744
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1874 { 1746 {
1875 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1749 * we don't need to check all of them.
1878 */ 1750 */
1933/* 1805/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1937 */ 1809 */
1938
1939object * 1810object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1812{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1946 { 1814 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1816 return NULL;
1949 } 1817 }
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1951 if (tmp->arch == at) 1820 if (tmp->arch == at)
1952 return tmp; 1821 return tmp;
1822
1953 return NULL; 1823 return NULL;
1954} 1824}
1955 1825
1956/* 1826/*
1957 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1960 */ 1830 */
1961
1962object * 1831object *
1963present (unsigned char type, maptile *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
1964{ 1833{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
1969 { 1835 {
1970 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1837 return NULL;
1972 } 1838 }
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1974 if (tmp->type == type) 1841 if (tmp->type == type)
1975 return tmp; 1842 return tmp;
1843
1976 return NULL; 1844 return NULL;
1977} 1845}
1978 1846
1979/* 1847/*
1980 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1983 */ 1851 */
1984
1985object * 1852object *
1986present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
1987{ 1854{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1856 if (tmp->type == type)
1993 return tmp; 1857 return tmp;
1858
1994 return NULL; 1859 return NULL;
1995} 1860}
1996 1861
1997/* 1862/*
1998 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1874 * to be unique.
2010 */ 1875 */
2011
2012object * 1876object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1878{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1881 return tmp;
2022 } 1882
2023 return NULL; 1883 return 0;
2024} 1884}
2025 1885
2026/* 1886/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2030 */ 1890 */
2031
2032object * 1891object *
2033present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2034{ 1893{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1895 if (tmp->arch == at)
2040 return tmp; 1896 return tmp;
1897
2041 return NULL; 1898 return NULL;
2042} 1899}
2043 1900
2044/* 1901/*
2045 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2046 */ 1903 */
2047void 1904void
2048flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2049{ 1906{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1907 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1909 {
2056 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2058 } 1912 }
2059} /* 1913}
1914
1915/*
2060 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2061 */ 1917 */
2062void 1918void
2063unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2064{ 1920{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1921 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1923 {
2071 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2073 } 1926 }
2074} 1927}
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
2081 */ 1934 */
2082
2083void 1935void
2084set_cheat (object *op) 1936set_cheat (object *op)
2085{ 1937{
2086 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1961 * customized, changed states, etc.
2110 */ 1962 */
2111
2112int 1963int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 1965{
2115 int
2116 i,
2117 index = 0, flag; 1966 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2120 1968
2121 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2122 { 1970 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag) 1972 if (!flag)
2125 altern[index++] = i; 1973 altern [index++] = i;
2126 1974
2127 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2134 */ 1982 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 1984 stop = maxfree[i];
2137 } 1985 }
1986
2138 if (!index) 1987 if (!index)
2139 return -1; 1988 return -1;
1989
2140 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2141} 1991}
2142 1992
2143/* 1993/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 1998 */
2149
2150int 1999int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2001{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2004 return i;
2160 } 2005
2161 return -1; 2006 return -1;
2162} 2007}
2163 2008
2164/* 2009/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2013 */
2168static void 2014static void
2169permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2170{ 2016{
2171 int 2017 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2018 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2019
2182 tmp = arr[i]; 2020 while (--end)
2183 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2022}
2187 2023
2188/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2030 */
2195void 2031void
2196get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2197{ 2033{
2198 int 2034 int i;
2199 i;
2200 2035
2201 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2037 search_arr[i] = i;
2204 }
2205 2038
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2042}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2054 * there is capable of.
2222 */ 2055 */
2223
2224int 2056int
2225find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2058{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2230 2060
2231 sint16 nx, ny; 2061 sint16 nx, ny;
2232 object * 2062 object *tmp;
2233 tmp;
2234 maptile * 2063 maptile *mp;
2235 mp;
2236 2064
2237 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2238 2066
2239 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2240 { 2068 {
2252 mp = m; 2080 mp = m;
2253 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2255 2083
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2257 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2087 max = maxfree[i];
2260 }
2261 else 2088 else
2262 { 2089 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2264 2093
2265 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2095 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2270 { 2097 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break; 2101 break;
2276 } 2102
2277 }
2278 if (tmp) 2103 if (tmp)
2279 {
2280 return freedir[i]; 2104 return freedir[i];
2281 }
2282 } 2105 }
2283 } 2106 }
2284 } 2107 }
2108
2285 return 0; 2109 return 0;
2286} 2110}
2287 2111
2288/* 2112/*
2289 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2114 * distance between the two given objects.
2291 */ 2115 */
2292
2293int 2116int
2294distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2295{ 2118{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2120}
2302 2121
2303/* 2122/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2307 */ 2126 */
2308
2309int 2127int
2310find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2311{ 2129{
2312 int 2130 int q;
2313 q;
2314 2131
2315 if (y) 2132 if (y)
2316 q = x * 100 / y; 2133 q = x * 100 / y;
2317 else if (x) 2134 else if (x)
2318 q = -300 * x; 2135 q = -300 * x;
2353int 2170int
2354absdir (int d) 2171absdir (int d)
2355{ 2172{
2356 while (d < 1) 2173 while (d < 1)
2357 d += 8; 2174 d += 8;
2175
2358 while (d > 8) 2176 while (d > 8)
2359 d -= 8; 2177 d -= 8;
2178
2360 return d; 2179 return d;
2361} 2180}
2362 2181
2363/* 2182/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2366 */ 2185 */
2367 2186
2368int 2187int
2369dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2370{ 2189{
2371 int 2190 int d;
2372 d;
2373 2191
2374 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2375 if (d > 4) 2193 if (d > 4)
2376 d = 8 - d; 2194 d = 8 - d;
2195
2377 return d; 2196 return d;
2378} 2197}
2379 2198
2380/* peterm: 2199/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2206 * functions.
2388 */ 2207 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2263 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2448 */ 2265 */
2449
2450
2451int 2266int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2268{
2454 sint16 dx, dy; 2269 sint16 dx, dy;
2455 int
2456 mflags; 2270 int mflags;
2457 2271
2458 if (dir < 0) 2272 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2460 2274
2461 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2474 return 0; 2288 return 0;
2475 2289
2476 /* yes, can see. */ 2290 /* yes, can see. */
2477 if (dir < 9) 2291 if (dir < 9)
2478 return 1; 2292 return 1;
2293
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2297}
2482
2483
2484 2298
2485/* 2299/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2316}
2503 2317
2504
2505/* 2318/*
2506 * create clone from object to another 2319 * create clone from object to another
2507 */ 2320 */
2508object * 2321object *
2509object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2518 src = src->head; 2331 src = src->head;
2519 2332
2520 prev = 0; 2333 prev = 0;
2521 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2522 { 2335 {
2523 tmp = object::create (); 2336 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2337 tmp->x -= src->x;
2526 tmp->y -= src->y; 2338 tmp->y -= src->y;
2527 2339
2528 if (!part->head) 2340 if (!part->head)
2529 { 2341 {
2530 dst = tmp; 2342 dst = tmp;
2531 tmp->head = 0; 2343 tmp->head = 0;
2532 } 2344 }
2533 else 2345 else
2534 {
2535 tmp->head = dst; 2346 tmp->head = dst;
2536 }
2537 2347
2538 tmp->more = 0; 2348 tmp->more = 0;
2539 2349
2540 if (prev) 2350 if (prev)
2541 prev->more = tmp; 2351 prev->more = tmp;
2553/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2558
2559object * 2368object *
2560load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2561{ 2370{
2562 object *op; 2371 object *op;
2563 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2593 * returns NULL if no match. 2402 * returns NULL if no match.
2594 */ 2403 */
2595object * 2404object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2406{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2409 return tmp;
2603 2410
2604 return NULL; 2411 return 0;
2605} 2412}
2606 2413
2607/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2415 * otherwise return NULL.
2609 * 2416 *
2611 * do the desired thing. 2418 * do the desired thing.
2612 */ 2419 */
2613key_value * 2420key_value *
2614get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2615{ 2422{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2424 if (link->key == key)
2620 return link; 2425 return link;
2621 2426
2622 return NULL; 2427 return 0;
2623} 2428}
2624 2429
2625/* 2430/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2432 *
2667 * Returns TRUE on success. 2472 * Returns TRUE on success.
2668 */ 2473 */
2669int 2474int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2476{
2672 key_value *
2673 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2674 2478
2675 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2480 {
2677 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2678 { 2482 {
2706 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2707 2511
2708 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2709 2513
2710 if (!add_key) 2514 if (!add_key)
2711 {
2712 return FALSE; 2515 return FALSE;
2713 } 2516
2714 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2718 * should pass in "" 2521 * should pass in ""
2767 } 2570 }
2768 else 2571 else
2769 item = item->env; 2572 item = item->env;
2770} 2573}
2771 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2772// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2773const char * 2605const char *
2774object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2775{ 2607{
2608 char flagdesc[512];
2776 char info2[256 * 3]; 2609 char info2[256 * 4];
2777 char *p = info; 2610 char *p = info;
2778 2611
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2780 count, 2613 count, uuid.seq,
2781 &name, 2614 &name,
2782 title ? " " : "", 2615 title ? "\",title:" : "",
2783 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2784 2618
2785 if (env) 2619 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2621
2788 if (map) 2622 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2624
2791 return info; 2625 return info;
2792} 2626}
2793 2627
2794const char * 2628const char *
2795object::debug_desc () const 2629object::debug_desc () const
2796{ 2630{
2797 static char info[256 * 3]; 2631 static char info[256 * 4];
2798 return debug_desc (info); 2632 return debug_desc (info);
2799} 2633}
2800 2634

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