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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 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;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943 666
944object::object () 667object::object ()
945{ 668{
946 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
947 670
948 expmul = 1.0; 671 expmul = 1.0;
949 face = blank_face; 672 face = blank_face;
950 attacked_by_count = -1;
951} 673}
952 674
953object::~object () 675object::~object ()
954{ 676{
955 free_key_values (this); 677 free_key_values (this);
959{ 681{
960 count = ++ob_count; 682 count = ++ob_count;
961 uuid = gen_uuid (); 683 uuid = gen_uuid ();
962 684
963 prev = 0; 685 prev = 0;
964 next = objects; 686 next = object::first;
965 687
966 if (objects) 688 if (object::first)
967 objects->prev = this; 689 object::first->prev = this;
968 690
969 objects = this; 691 object::first = this;
970} 692}
971 693
972void object::unlink () 694void object::unlink ()
973{ 695{
974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects) 696 if (this == object::first)
978 objects = next; 697 object::first = next;
979 698
980 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
981 if (prev) prev->next = next; 700 if (prev) prev->next = next;
982 if (next) next->prev = prev; 701 if (next) next->prev = prev;
983 702
984 prev = 0; 703 prev = 0;
985 next = 0; 704 next = 0;
986} 705}
987 706
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->above)
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->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
988object *object::create () 831object *object::create ()
989{ 832{
990 object *op = new object; 833 object *op = new object;
991 op->link (); 834 op->link ();
992 return op; 835 return op;
993} 836}
994 837
995/* 838void
996 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 840{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
1008 return; 851 return;
1009 852
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
1011 remove_friendly_object (this);
1012 854
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
1014 remove_ob (this);
1015 856
1016 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
1017 884
1018 if (more) 885 if (more)
1019 { 886 {
1020 more->free (free_inventory); 887 more->destroy ();
1021 more = 0; 888 more = 0;
1022 } 889 }
1023 890
1024 if (inv) 891 // clear those pointers that likely might have circular references to us
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0; 892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
1067 895
1068 /* Remove object from the active list */ 896 // only relevant for players(?), but make sure of it anyways
1069 speed = 0; 897 contr = 0;
1070 update_ob_speed (this); 898}
1071 899
1072 unlink (); 900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
1073 905
1074 mortals.push_back (this); 906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1075} 910}
1076 911
1077/* 912/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1080 */ 915 */
1081
1082void 916void
1083sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1084{ 918{
1085 while (op != NULL) 919 while (op != NULL)
1086 { 920 {
1087 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 923
1091 op->carrying -= weight; 924 op->carrying -= weight;
1092 op = op->env; 925 op = op->env;
1093 } 926 }
1094} 927}
1095 928
1096/* remove_ob(op): 929/* op->remove ():
1097 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 934 * the previous environment.
1102 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1103 */ 936 */
1104
1105void 937void
1106remove_ob (object *op) 938object::remove ()
1107{ 939{
940 object *tmp, *last = 0;
1108 object * 941 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 942
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 944 return;
1127 945
1128 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1129 948
1130 if (op->more != NULL) 949 if (more)
1131 remove_ob (op->more); 950 more->remove ();
1132 951
1133 /* 952 /*
1134 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1135 * inventory. 954 * inventory.
1136 */ 955 */
1137 if (op->env != NULL) 956 if (env)
1138 { 957 {
1139 if (op->nrof) 958 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1141 else 960 else
1142 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1143 962
1144 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 965 * to save cpu time.
1147 */ 966 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 968 otmp->update_stats ();
1150 969
1151 if (op->above != NULL) 970 if (above)
1152 op->above->below = op->below; 971 above->below = below;
1153 else 972 else
1154 op->env->inv = op->below; 973 env->inv = below;
1155 974
1156 if (op->below != NULL) 975 if (below)
1157 op->below->above = op->above; 976 below->above = above;
1158 977
1159 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1162 */ 981 */
1163 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1164 op->map = op->env->map; 983 map = env->map;
1165 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1166 op->env = NULL; 985 env = 0;
1167 } 986 }
1168 else if (op->map) 987 else if (map)
1169 { 988 {
1170 x = op->x; 989 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 } 990 {
1184 991 --map->players;
1185 if (op->map != m) 992 map->touch ();
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */ 993 }
994
995 map->dirty = true;
1192 996
1193 /* link the object above us */ 997 /* link the object above us */
1194 if (op->above) 998 if (above)
1195 op->above->below = op->below; 999 above->below = below;
1196 else 1000 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1198 1002
1199 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1200 if (op->below) 1004 if (below)
1201 op->below->above = op->above; 1005 below->above = above;
1202 else 1006 else
1203 { 1007 {
1204 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1010 * evident
1207 */ 1011 */
1208 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1209 { 1013 {
1210 dump_object (op); 1014 char *dump = dump_object (this);
1211 LOG (llevError, 1015 LOG (llevError,
1212 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1016 "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);
1017 free (dump);
1213 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1215 } 1021 }
1216 1022
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1218 } 1024 }
1219 1025
1220 op->above = 0; 1026 above = 0;
1221 op->below = 0; 1027 below = 0;
1222 1028
1223 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1224 return; 1030 return;
1225 1031
1226 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1033
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1230 { 1035 {
1231 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1232 * being removed. 1037 * being removed.
1233 */ 1038 */
1234 1039
1235 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1236 { 1041 {
1237 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1239 * appropriately. 1044 * appropriately.
1240 */ 1045 */
1241 if (tmp->container == op) 1046 if (tmp->container == this)
1242 { 1047 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1049 tmp->container = 0;
1245 } 1050 }
1246 1051
1247 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1248 } 1054 }
1249 1055
1250 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1060 {
1253 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1254 1062
1255 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1065 }
1260 1066
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1264 tmp->above = NULL; 1070 tmp->above = 0;
1265 1071
1266 last = tmp; 1072 last = tmp;
1267 } 1073 }
1268 1074
1269 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1077 if (!last)
1271 { 1078 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1079 else
1281 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1282 1081
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1285 } 1084 }
1286} 1085}
1287 1086
1288/* 1087/*
1289 * merge_ob(op,top): 1088 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1298{ 1097{
1299 if (!op->nrof) 1098 if (!op->nrof)
1300 return 0; 1099 return 0;
1301 1100
1302 if (top == NULL) 1101 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1304 1104
1305 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1306 { 1106 {
1307 if (top == op) 1107 if (top == op)
1308 continue; 1108 continue;
1309 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1310 { 1111 {
1311 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1312 1113
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1116 op->destroy ();
1316 free_object (op);
1317 return top; 1117 return top;
1318 } 1118 }
1319 } 1119 }
1320 1120
1321 return NULL; 1121 return 0;
1322} 1122}
1323 1123
1324/* 1124/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1326 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1327 */ 1127 */
1328object * 1128object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1130{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1132 {
1338 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1340 } 1135 }
1341 1136
1360 * Return value: 1155 * Return value:
1361 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1158 * just 'op' otherwise
1364 */ 1159 */
1365
1366object * 1160object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1162{
1369 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1164 sint16 x, y;
1371 1165
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1373 { 1167 {
1374 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL; 1169 return NULL;
1376 } 1170 }
1377 1171
1378 if (m == NULL) 1172 if (!m)
1379 { 1173 {
1380 dump_object (op); 1174 char *dump = dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1382 return op; 1177 return op;
1383 } 1178 }
1384 1179
1385 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1386 { 1181 {
1387 dump_object (op); 1182 char *dump = dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1389#ifdef MANY_CORES 1184#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1187 * improperly inserted.
1393 */ 1188 */
1394 abort (); 1189 abort ();
1395#endif 1190#endif
1191 free (dump);
1396 return op; 1192 return op;
1397 } 1193 }
1398 1194
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1196 {
1401 dump_object (op); 1197 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1403 return op; 1200 return op;
1404 } 1201 }
1405 1202
1406 if (op->more != NULL) 1203 if (op->more)
1407 { 1204 {
1408 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1409 1206
1410 object *more = op->more; 1207 object *more = op->more;
1411 1208
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1225 {
1429 if (!op->head) 1226 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1228
1432 return NULL; 1229 return 0;
1433 } 1230 }
1434 } 1231 }
1435 1232
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1234
1444 y = op->y; 1241 y = op->y;
1445 1242
1446 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1447 */ 1244 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1451 { 1248 {
1452 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1250 tmp->destroy ();
1454 free_object (tmp);
1455 } 1251 }
1456 1252
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1255
1472 op->below = originator->below; 1268 op->below = originator->below;
1473 1269
1474 if (op->below) 1270 if (op->below)
1475 op->below->above = op; 1271 op->below->above = op;
1476 else 1272 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1478 1274
1479 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1480 originator->below = op; 1276 originator->below = op;
1481 } 1277 }
1482 else 1278 else
1483 { 1279 {
1484 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1486 { 1282 {
1487 object *last = NULL; 1283 object *last = 0;
1488 1284
1489 /* 1285 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1496 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1500 */ 1296 */
1501
1502 while (top != NULL) 1297 while (top)
1503 { 1298 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1300 floor = top;
1506 1301
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1528 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1325 * stacking is a bit odd.
1531 */ 1326 */
1532 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534 { 1329 {
1535 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1332 break;
1538 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561 1356
1562 if (op->above) 1357 if (op->above)
1563 op->above->below = op; 1358 op->above->below = op;
1564 1359
1565 op->below = NULL; 1360 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1567 } 1362 }
1568 else 1363 else
1569 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1570 op->above = top->above; 1365 op->above = top->above;
1571 1366
1574 1369
1575 op->below = top; 1370 op->below = top;
1576 top->above = op; 1371 top->above = op;
1577 } 1372 }
1578 1373
1579 if (op->above == NULL) 1374 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1582 1377
1583 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1584 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1585 1386
1586 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1588 */ 1389 */
1589 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1591 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1593 1394
1594 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1402 * of effect may be sufficient.
1602 */ 1403 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1605 1406
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1608 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1609 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1611 * 1414 *
1612 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1418 * update_object().
1617 1420
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1423 {
1621 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1622 return NULL; 1425 return 0;
1623 1426
1624 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1428 * walk on's.
1626 */ 1429 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1629 return NULL; 1432 return 0;
1630 } 1433 }
1631 1434
1632 return op; 1435 return op;
1633} 1436}
1634 1437
1635/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1638 */ 1441 */
1639void 1442void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1444{
1642 object * 1445 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1446
1647 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1648 1448
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1451 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1452
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1454
1660 tmp1->x = op->x; 1455 tmp1->x = op->x;
1661 tmp1->y = op->y; 1456 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1663} 1464}
1664 1465
1665/* 1466/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1471 * global static errmsg array.
1671 */ 1472 */
1672
1673object * 1473object *
1674get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1675{ 1475{
1676 object * 1476 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1478
1681 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1682 { 1480 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1482 return NULL;
1685 } 1483 }
1686 1484
1687 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1688 1486
1689 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1690 { 1488 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1489 else if (!is_removed)
1696 { 1490 {
1697 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1719 1513
1720object * 1514object *
1721decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1722{ 1516{
1723 object *tmp; 1517 object *tmp;
1724 player *pl;
1725 1518
1726 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1520 return op;
1728 1521
1729 if (i > op->nrof) 1522 if (i > op->nrof)
1730 i = op->nrof; 1523 i = op->nrof;
1731 1524
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1526 op->nrof -= i;
1734 else if (op->env != NULL) 1527 else if (op->env)
1735 { 1528 {
1736 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1737 * therein? 1530 * therein?
1738 */ 1531 */
1739 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1537 * and then searching the map for a player.
1745 */ 1538 */
1746 if (!tmp) 1539 if (!tmp)
1747 { 1540 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1750 break; 1544 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1545 }
1756 1546
1757 if (i < op->nrof) 1547 if (i < op->nrof)
1758 { 1548 {
1759 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1550 op->nrof -= i;
1761 if (tmp) 1551 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1764 }
1765 } 1553 }
1766 else 1554 else
1767 { 1555 {
1768 remove_ob (op); 1556 op->remove ();
1769 op->nrof = 0; 1557 op->nrof = 0;
1770 if (tmp) 1558 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1560 }
1775 } 1561 }
1776 else 1562 else
1777 { 1563 {
1778 object *above = op->above; 1564 object *above = op->above;
1779 1565
1780 if (i < op->nrof) 1566 if (i < op->nrof)
1781 op->nrof -= i; 1567 op->nrof -= i;
1782 else 1568 else
1783 { 1569 {
1784 remove_ob (op); 1570 op->remove ();
1785 op->nrof = 0; 1571 op->nrof = 0;
1786 } 1572 }
1787 1573
1788 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1791 { 1577 {
1792 if (op->nrof) 1578 if (op->nrof)
1793 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1794 else 1580 else
1798 1584
1799 if (op->nrof) 1585 if (op->nrof)
1800 return op; 1586 return op;
1801 else 1587 else
1802 { 1588 {
1803 free_object (op); 1589 op->destroy ();
1804 return NULL; 1590 return 0;
1805 } 1591 }
1806} 1592}
1807 1593
1808/* 1594/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1607 op->carrying += weight;
1822 op = op->env; 1608 op = op->env;
1823 } 1609 }
1824} 1610}
1825 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1826/* 1632/*
1827 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1828 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1829 * inside the object environment. 1635 * inside the object environment.
1830 * 1636 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1838 */ 1639 */
1839 1640
1840object * 1641object *
1841insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1842{ 1643{
1843 object * 1644 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1645
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1647 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1648
1867 if (op->more) 1649 if (op->more)
1868 { 1650 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1652 return op;
1872 1654
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1657 if (op->nrof)
1876 { 1658 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1879 { 1661 {
1880 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1663 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1885 */ 1667 */
1886 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1889 op = tmp; 1671 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1674 break;
1893 } 1675 }
1894 1676
1895 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1681 * the linking below
1900 */ 1682 */
1901 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1902 } 1684 }
1903 else 1685 else
1904 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1905 1687
1906 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1691 otmp->update_stats ();
1911 }
1912 1692
1913 op->map = NULL; 1693 op->map = 0;
1914 op->env = where; 1694 op->env = this;
1915 op->above = NULL; 1695 op->above = 0;
1916 op->below = NULL; 1696 op->below = 0;
1917 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1918 1698
1919 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1921 { 1701 {
1922#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1927 } 1707 }
1928 1708
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1710 * It sure simplifies this function...
1931 */ 1711 */
1932 if (where->inv == NULL) 1712 if (!inv)
1933 where->inv = op; 1713 inv = op;
1934 else 1714 else
1935 { 1715 {
1936 op->below = where->inv; 1716 op->below = inv;
1937 op->below->above = op; 1717 op->below->above = op;
1938 where->inv = op; 1718 inv = op;
1939 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1940 return op; 1723 return op;
1941} 1724}
1942 1725
1943/* 1726/*
1944 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1958 * 1741 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1744 * on top.
1962 */ 1745 */
1963
1964int 1746int
1965check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1966{ 1748{
1967 object * 1749 object *tmp;
1968 tmp; 1750 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1975 1752
1976 MoveType 1753 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1754
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1756 return 0;
1983
1984 tag = op->count;
1985 1757
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1761
2005 1777
2006 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2008 */ 1780 */
2009 1781
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2011 { 1783 {
2012 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1786 * we don't need to check all of them.
2015 */ 1787 */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1824 {
2053 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
2054 1826
2055 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2056 return 1; 1828 return 1;
2057 1829
2058 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2070/* 1842/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2074 */ 1846 */
2075
2076object * 1847object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1849{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1850 if (m == NULL || out_of_map (m, x, y))
2083 { 1851 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1853 return NULL;
2086 } 1854 }
1855
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2088 if (tmp->arch == at) 1857 if (tmp->arch == at)
2089 return tmp; 1858 return tmp;
1859
2090 return NULL; 1860 return NULL;
2091} 1861}
2092 1862
2093/* 1863/*
2094 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2097 */ 1867 */
2098
2099object * 1868object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2101{ 1870{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2106 { 1872 {
2107 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1874 return NULL;
2109 } 1875 }
1876
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2111 if (tmp->type == type) 1878 if (tmp->type == type)
2112 return tmp; 1879 return tmp;
1880
2113 return NULL; 1881 return NULL;
2114} 1882}
2115 1883
2116/* 1884/*
2117 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2120 */ 1888 */
2121
2122object * 1889object *
2123present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2124{ 1891{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1893 if (tmp->type == type)
2130 return tmp; 1894 return tmp;
1895
2131 return NULL; 1896 return NULL;
2132} 1897}
2133 1898
2134/* 1899/*
2135 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1911 * to be unique.
2147 */ 1912 */
2148
2149object * 1913object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1915{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1918 return tmp;
2159 } 1919
2160 return NULL; 1920 return 0;
2161} 1921}
2162 1922
2163/* 1923/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2167 */ 1927 */
2168
2169object * 1928object *
2170present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2171{ 1930{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1932 if (tmp->arch == at)
2177 return tmp; 1933 return tmp;
1934
2178 return NULL; 1935 return NULL;
2179} 1936}
2180 1937
2181/* 1938/*
2182 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2183 */ 1940 */
2184void 1941void
2185flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2186{ 1943{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1944 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1946 {
2193 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2195 } 1949 }
2196} /* 1950}
1951
1952/*
2197 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2198 */ 1954 */
2199void 1955void
2200unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2201{ 1957{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1958 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1960 {
2208 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2210 } 1963 }
2211} 1964}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2218 */ 1971 */
2219
2220void 1972void
2221set_cheat (object *op) 1973set_cheat (object *op)
2222{ 1974{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1998 * customized, changed states, etc.
2247 */ 1999 */
2248
2249int 2000int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 2002{
2252 int
2253 i,
2254 index = 0, flag; 2003 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2257 2005
2258 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2259 { 2007 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 2009 if (!flag)
2262 altern[index++] = i; 2010 altern [index++] = i;
2263 2011
2264 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2271 */ 2019 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2021 stop = maxfree[i];
2274 } 2022 }
2023
2275 if (!index) 2024 if (!index)
2276 return -1; 2025 return -1;
2026
2277 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2278} 2028}
2279 2029
2280/* 2030/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2035 */
2286
2287int 2036int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2038{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2041 return i;
2297 } 2042
2298 return -1; 2043 return -1;
2299} 2044}
2300 2045
2301/* 2046/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2050 */
2305static void 2051static void
2306permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2307{ 2053{
2308 int 2054 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2055 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2056
2319 tmp = arr[i]; 2057 while (--end)
2320 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2059}
2324 2060
2325/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2067 */
2332void 2068void
2333get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2334{ 2070{
2335 int 2071 int i;
2336 i;
2337 2072
2338 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2074 search_arr[i] = i;
2341 }
2342 2075
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2079}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2091 * there is capable of.
2359 */ 2092 */
2360
2361int 2093int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2095{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2367 2097
2368 sint16 nx, ny; 2098 sint16 nx, ny;
2369 object * 2099 object *tmp;
2370 tmp; 2100 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2101
2374 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2375 2103
2376 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2377 { 2105 {
2389 mp = m; 2117 mp = m;
2390 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2392 2120
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2394 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2124 max = maxfree[i];
2397 }
2398 else 2125 else
2399 { 2126 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2401 2130
2402 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2132 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2407 { 2134 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2138 break;
2413 } 2139
2414 }
2415 if (tmp) 2140 if (tmp)
2416 {
2417 return freedir[i]; 2141 return freedir[i];
2418 }
2419 } 2142 }
2420 } 2143 }
2421 } 2144 }
2145
2422 return 0; 2146 return 0;
2423} 2147}
2424 2148
2425/* 2149/*
2426 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2151 * distance between the two given objects.
2428 */ 2152 */
2429
2430int 2153int
2431distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2432{ 2155{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2157}
2439 2158
2440/* 2159/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2444 */ 2163 */
2445
2446int 2164int
2447find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2448{ 2166{
2449 int 2167 int q;
2450 q;
2451 2168
2452 if (y) 2169 if (y)
2453 q = x * 100 / y; 2170 q = x * 100 / y;
2454 else if (x) 2171 else if (x)
2455 q = -300 * x; 2172 q = -300 * x;
2490int 2207int
2491absdir (int d) 2208absdir (int d)
2492{ 2209{
2493 while (d < 1) 2210 while (d < 1)
2494 d += 8; 2211 d += 8;
2212
2495 while (d > 8) 2213 while (d > 8)
2496 d -= 8; 2214 d -= 8;
2215
2497 return d; 2216 return d;
2498} 2217}
2499 2218
2500/* 2219/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2222 */
2504 2223
2505int 2224int
2506dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2507{ 2226{
2508 int 2227 int d;
2509 d;
2510 2228
2511 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2512 if (d > 4) 2230 if (d > 4)
2513 d = 8 - d; 2231 d = 8 - d;
2232
2514 return d; 2233 return d;
2515} 2234}
2516 2235
2517/* peterm: 2236/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2243 * functions.
2525 */ 2244 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2300 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2585 */ 2302 */
2586
2587
2588int 2303int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2305{
2591 sint16 dx, dy; 2306 sint16 dx, dy;
2592 int
2593 mflags; 2307 int mflags;
2594 2308
2595 if (dir < 0) 2309 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2597 2311
2598 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2611 return 0; 2325 return 0;
2612 2326
2613 /* yes, can see. */ 2327 /* yes, can see. */
2614 if (dir < 9) 2328 if (dir < 9)
2615 return 1; 2329 return 1;
2330
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2334}
2619
2620
2621 2335
2622/* 2336/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2353}
2640 2354
2641
2642/* 2355/*
2643 * create clone from object to another 2356 * create clone from object to another
2644 */ 2357 */
2645object * 2358object *
2646object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2647{ 2360{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2362
2651 if (!asrc) 2363 if (!asrc)
2652 return NULL; 2364 return 0;
2365
2653 src = asrc; 2366 src = asrc;
2654 if (src->head) 2367 if (src->head)
2655 src = src->head; 2368 src = src->head;
2656 2369
2657 prev = NULL; 2370 prev = 0;
2658 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2659 { 2372 {
2660 tmp = get_object (); 2373 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2374 tmp->x -= src->x;
2663 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2664 if (!part->head) 2377 if (!part->head)
2665 { 2378 {
2666 dst = tmp; 2379 dst = tmp;
2667 tmp->head = NULL; 2380 tmp->head = 0;
2668 } 2381 }
2669 else 2382 else
2670 {
2671 tmp->head = dst; 2383 tmp->head = dst;
2672 } 2384
2673 tmp->more = NULL; 2385 tmp->more = 0;
2386
2674 if (prev) 2387 if (prev)
2675 prev->more = tmp; 2388 prev->more = tmp;
2389
2676 prev = tmp; 2390 prev = tmp;
2677 } 2391 }
2678 2392
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2395
2685 return dst; 2396 return dst;
2686} 2397}
2687 2398
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2405object *
2710load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2711{ 2407{
2712 object * 2408 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2716 2410
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2412
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2721 2414
2722 if (tempfile == NULL) 2415 if (tempfile == NULL)
2723 { 2416 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2418 return NULL;
2726 } 2419 }
2727 2420
2728 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2422 fclose (tempfile);
2730 2423
2731 op = get_object (); 2424 op = object::create ();
2732 2425
2733 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2734 2427
2735 if (thawer) 2428 if (thawer)
2736 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2439 * returns NULL if no match.
2747 */ 2440 */
2748object * 2441object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2443{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2446 return tmp;
2757 2447
2758 return NULL; 2448 return 0;
2759} 2449}
2760 2450
2761/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2452 * otherwise return NULL.
2763 * 2453 *
2765 * do the desired thing. 2455 * do the desired thing.
2766 */ 2456 */
2767key_value * 2457key_value *
2768get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2769{ 2459{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2461 if (link->key == key)
2776 {
2777 return link; 2462 return link;
2778 }
2779 }
2780 2463
2781 return NULL; 2464 return 0;
2782} 2465}
2783 2466
2784/* 2467/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2469 *
2826 * Returns TRUE on success. 2509 * Returns TRUE on success.
2827 */ 2510 */
2828int 2511int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2513{
2831 key_value *
2832 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2833 2515
2834 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2517 {
2836 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2837 { 2519 {
2865 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2866 2548
2867 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2868 2550
2869 if (!add_key) 2551 if (!add_key)
2870 {
2871 return FALSE; 2552 return FALSE;
2872 } 2553
2873 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2877 * should pass in "" 2558 * should pass in ""
2926 } 2607 }
2927 else 2608 else
2928 item = item->env; 2609 item = item->env;
2929} 2610}
2930 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2931// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2932const char * 2642const char *
2933object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2934{ 2644{
2645 char flagdesc[512];
2935 char info2[256 * 3]; 2646 char info2[256 * 4];
2936 char *p = info; 2647 char *p = info;
2937 2648
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2939 count, 2650 count, uuid.seq,
2940 &name, 2651 &name,
2941 title ? " " : "", 2652 title ? "\",title:" : "",
2942 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2943 2655
2944 if (env) 2656 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2658
2947 if (map) 2659 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2661
2950 return info; 2662 return info;
2951} 2663}
2952 2664
2953const char * 2665const char *
2954object::debug_desc () const 2666object::debug_desc () const
2955{ 2667{
2956 static char info[256 * 3]; 2668 static char info[256 * 4];
2957 return debug_desc (info); 2669 return debug_desc (info);
2958} 2670}
2959 2671

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