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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
512 422
513void 423void
514free_all_object_data () 424free_all_object_data ()
515{ 425{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 427}
539 428
540/* 429/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 431 * skill and experience objects.
575 } 464 }
576 465
577 op->key_values = 0; 466 op->key_values = 0;
578} 467}
579 468
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 469/*
633 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 475 * will point at garbage.
639 */ 476 */
640void 477void
641copy_object (object *op2, object *op) 478object::copy_to (object *dst)
642{ 479{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 482
646 op2->clone (op); 483 *(object_copy *)dst = *this;
647 484
648 if (is_freed) 485 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
650 if (is_removed) 488 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
652 490
653 if (op2->speed < 0) 491 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 493
656 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
657 if (op2->key_values) 495 if (key_values)
658 { 496 {
659 key_value *tail = 0; 497 key_value *tail = 0;
660 key_value *i; 498 key_value *i;
661 499
662 op->key_values = 0; 500 dst->key_values = 0;
663 501
664 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
665 { 503 {
666 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
667 505
668 new_link->next = 0; 506 new_link->next = 0;
669 new_link->key = i->key; 507 new_link->key = i->key;
670 new_link->value = i->value; 508 new_link->value = i->value;
671 509
672 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
673 if (!op->key_values) 511 if (!dst->key_values)
674 { 512 {
675 op->key_values = new_link; 513 dst->key_values = new_link;
676 tail = new_link; 514 tail = new_link;
677 } 515 }
678 else 516 else
679 { 517 {
680 tail->next = new_link; 518 tail->next = new_link;
681 tail = new_link; 519 tail = new_link;
682 } 520 }
683 } 521 }
684 } 522 }
685 523
686 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
687} 533}
688 534
689/* 535/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
693 */ 539 */
694
695void 540void
696update_turn_face (object *op) 541update_turn_face (object *op)
697{ 542{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 544 return;
545
700 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
702} 548}
703 549
704/* 550/*
705 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
708 */ 554 */
709void 555void
710update_ob_speed (object *op) 556object::set_speed (float speed)
711{ 557{
712 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 559 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 561 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 562 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 563
737 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 565
741 if (op->active_next != NULL) 566 if (has_active_speed ())
742 op->active_next->active_prev = op; 567 activate ();
743
744 active_objects = op;
745 }
746 else 568 else
747 { 569 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 570}
771 571
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 572/*
804 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 576 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
811 * 580 *
812 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 582 * current action are:
818 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
823 */ 588 */
824
825void 589void
826update_object (object *op, int action) 590update_object (object *op, int action)
827{ 591{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
830 593
831 if (op == NULL) 594 if (op == NULL)
832 { 595 {
833 /* this should never happen */ 596 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 598 return;
836 } 599 }
837 600
838 if (op->env != NULL) 601 if (op->env)
839 { 602 {
840 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
841 * to do in this case. 604 * to do in this case.
842 */ 605 */
843 return; 606 return;
848 */ 611 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 613 return;
851 614
852 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 617 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 619#ifdef MANY_CORES
857 abort (); 620 abort ();
858#endif 621#endif
859 return; 622 return;
860 } 623 }
861 624
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
869 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
870 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 642 * to have move_allow right now.
894 */ 643 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 646 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 647 }
901 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 650 * that is being removed.
904 */ 651 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 653 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
909 else 656 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 658
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 659 if (op->more)
919 update_object (op->more, action); 660 update_object (op->more, action);
920} 661}
921 662
922static unordered_vector<object *> mortals; 663object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940 664
941object::object () 665object::object ()
942{ 666{
943 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
944 668
945 expmul = 1.0; 669 expmul = 1.0;
946 face = blank_face; 670 face = blank_face;
947 attacked_by_count = -1;
948} 671}
949 672
950object::~object () 673object::~object ()
951{ 674{
952 free_key_values (this); 675 free_key_values (this);
953} 676}
954 677
955void object::link () 678void object::link ()
956{ 679{
957 count = ++ob_count; 680 uuid = gen_uuid ();
958 681
959 prev = 0; 682 objects.insert (this);
960 next = objects;
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 683}
967 684
968void object::unlink () 685void object::unlink ()
969{ 686{
970 count = 0; 687 objects.erase (this);
971 uuid = gen_uuid (); 688}
972 689
973 if (this == objects) 690void
974 objects = next; 691object::activate ()
692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
975 696
976 /* Remove this object from the list of used objects */ 697 if (has_active_speed ())
977 if (prev) 698 actives.insert (this);
978 { 699}
979 prev->next = next; 700
980 prev = 0; 701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
981 } 741 {
982 742 op->flag [flag] = value;
983 if (next) 743 op->set_flag_inv (flag, value);
984 { 744 }
985 next->prev = prev; 745}
986 next = 0; 746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
987 } 792 }
988} 793}
989 794
990object *object::create () 795object *object::create ()
991{ 796{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 797 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 798 op->link ();
1006 return op; 799 return op;
1007} 800}
1008 801
1009/* 802void
1010 * free_object() frees everything allocated by an object, removes 803object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 804{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
1022 return; 815 return;
1023 816
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
1025 remove_friendly_object (this);
1026 818
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
1028 remove_ob (this);
1029 820
1030 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
1031 848
1032 if (more) 849 if (more)
1033 { 850 {
1034 more->free (free_inventory); 851 more->destroy ();
1035 more = 0; 852 more = 0;
1036 } 853 }
1037 854
1038 if (inv) 855 // clear those pointers that likely might have circular references to us
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0; 856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
859}
1081 860
1082 /* Remove object from the active list */ 861void
1083 speed = 0; 862object::destroy (bool destroy_inventory)
1084 update_ob_speed (this); 863{
864 if (destroyed ())
865 return;
1085 866
1086 unlink (); 867 if (destroy_inventory)
868 destroy_inv (false);
1087 869
1088 mortals.push_back (this); 870 attachable::destroy ();
1089} 871}
1090 872
1091/* 873/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1094 */ 876 */
1095
1096void 877void
1097sub_weight (object *op, signed long weight) 878sub_weight (object *op, signed long weight)
1098{ 879{
1099 while (op != NULL) 880 while (op != NULL)
1100 { 881 {
1101 if (op->type == CONTAINER) 882 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 884
1105 op->carrying -= weight; 885 op->carrying -= weight;
1106 op = op->env; 886 op = op->env;
1107 } 887 }
1108} 888}
1109 889
1110/* remove_ob(op): 890/* op->remove ():
1111 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 895 * the previous environment.
1116 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1117 */ 897 */
1118
1119void 898void
1120remove_ob (object *op) 899object::remove ()
1121{ 900{
901 object *tmp, *last = 0;
1122 object * 902 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 903
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 905 return;
1141 906
1142 SET_FLAG (op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1143 909
1144 if (op->more != NULL) 910 if (more)
1145 remove_ob (op->more); 911 more->remove ();
1146 912
1147 /* 913 /*
1148 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1149 * inventory. 915 * inventory.
1150 */ 916 */
1151 if (op->env != NULL) 917 if (env)
1152 { 918 {
1153 if (op->nrof) 919 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 920 sub_weight (env, weight * nrof);
1155 else 921 else
1156 sub_weight (op->env, op->weight + op->carrying); 922 sub_weight (env, weight + carrying);
1157 923
1158 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 926 * to save cpu time.
1161 */ 927 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 929 otmp->update_stats ();
1164 930
1165 if (op->above != NULL) 931 if (above)
1166 op->above->below = op->below; 932 above->below = below;
1167 else 933 else
1168 op->env->inv = op->below; 934 env->inv = below;
1169 935
1170 if (op->below != NULL) 936 if (below)
1171 op->below->above = op->above; 937 below->above = above;
1172 938
1173 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1176 */ 942 */
1177 op->x = op->env->x, op->y = op->env->y; 943 x = env->x, y = env->y;
1178 op->map = op->env->map; 944 map = env->map;
1179 op->above = NULL, op->below = NULL; 945 above = 0, below = 0;
1180 op->env = NULL; 946 env = 0;
1181 } 947 }
1182 else if (op->map) 948 else if (map)
1183 { 949 {
1184 x = op->x; 950 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 } 951 {
1198 952 --map->players;
1199 if (op->map != m) 953 map->touch ();
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */ 954 }
955
956 map->dirty = true;
1206 957
1207 /* link the object above us */ 958 /* link the object above us */
1208 if (op->above) 959 if (above)
1209 op->above->below = op->below; 960 above->below = below;
1210 else 961 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1212 963
1213 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1214 if (op->below) 965 if (below)
1215 op->below->above = op->above; 966 below->above = above;
1216 else 967 else
1217 { 968 {
1218 /* Nothing below, which means we need to relink map object for this space 969 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 970 * use translated coordinates in case some oddness with map tiling is
1220 * evident 971 * evident
1221 */ 972 */
1222 if (GET_MAP_OB (m, x, y) != op) 973 if (GET_MAP_OB (map, x, y) != this)
1223 { 974 {
1224 dump_object (op); 975 char *dump = dump_object (this);
1225 LOG (llevError, 976 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 977 "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);
978 free (dump);
1227 dump_object (GET_MAP_OB (m, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1228 LOG (llevError, "%s\n", errmsg); 980 LOG (llevError, "%s\n", dump);
981 free (dump);
1229 } 982 }
1230 983
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1232 } 985 }
1233 986
1234 op->above = 0; 987 above = 0;
1235 op->below = 0; 988 below = 0;
1236 989
1237 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1238 return; 991 return;
1239 992
1240 tag = op->count; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 994
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1244 { 996 {
1245 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1246 * being removed. 998 * being removed.
1247 */ 999 */
1248 1000
1249 if (tmp->type == PLAYER && tmp != op) 1001 if (tmp->type == PLAYER && tmp != this)
1250 { 1002 {
1251 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1253 * appropriately. 1005 * appropriately.
1254 */ 1006 */
1255 if (tmp->container == op) 1007 if (tmp->container == this)
1256 { 1008 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1010 tmp->container = 0;
1259 } 1011 }
1260 1012
1261 tmp->contr->socket.update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1262 } 1015 }
1263 1016
1264 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1021 {
1267 move_apply (tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1268 1023
1269 if (was_destroyed (op, tag)) 1024 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1026 }
1274 1027
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1278 tmp->above = NULL; 1031 tmp->above = 0;
1279 1032
1280 last = tmp; 1033 last = tmp;
1281 } 1034 }
1282 1035
1283 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1038 if (!last)
1285 { 1039 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1040 else
1295 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1296 1042
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1299 } 1045 }
1300} 1046}
1301 1047
1302/* 1048/*
1303 * merge_ob(op,top): 1049 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1312{ 1058{
1313 if (!op->nrof) 1059 if (!op->nrof)
1314 return 0; 1060 return 0;
1315 1061
1316 if (top == NULL) 1062 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1318 1065
1319 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1320 { 1067 {
1321 if (top == op) 1068 if (top == op)
1322 continue; 1069 continue;
1323 if (CAN_MERGE (op, top)) 1070
1071 if (object::can_merge (op, top))
1324 { 1072 {
1325 top->nrof += op->nrof; 1073 top->nrof += op->nrof;
1326 1074
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1077 op->destroy ();
1330 free_object (op);
1331 return top; 1078 return top;
1332 } 1079 }
1333 } 1080 }
1334 1081
1335 return NULL; 1082 return 0;
1336} 1083}
1337 1084
1338/* 1085/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1340 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1341 */ 1088 */
1342object * 1089object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1091{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1093 {
1352 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1354 } 1096 }
1355 1097
1374 * Return value: 1116 * Return value:
1375 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1119 * just 'op' otherwise
1378 */ 1120 */
1379
1380object * 1121object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1123{
1383 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1384 sint16 x, y; 1125 sint16 x, y;
1385 1126
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1387 { 1128 {
1388 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL; 1130 return NULL;
1390 } 1131 }
1391 1132
1392 if (m == NULL) 1133 if (!m)
1393 { 1134 {
1394 dump_object (op); 1135 char *dump = dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1396 return op; 1138 return op;
1397 } 1139 }
1398 1140
1399 if (out_of_map (m, op->x, op->y)) 1141 if (out_of_map (m, op->x, op->y))
1400 { 1142 {
1401 dump_object (op); 1143 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1145#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1148 * improperly inserted.
1407 */ 1149 */
1408 abort (); 1150 abort ();
1409#endif 1151#endif
1152 free (dump);
1410 return op; 1153 return op;
1411 } 1154 }
1412 1155
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 { 1157 {
1415 dump_object (op); 1158 char *dump = dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1417 return op; 1161 return op;
1418 } 1162 }
1419 1163
1420 if (op->more != NULL) 1164 if (op->more)
1421 { 1165 {
1422 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1423 1167
1424 object *more = op->more; 1168 object *more = op->more;
1425 1169
1426 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1427 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1430 */ 1174 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map) 1177 else if (!more->map)
1434 { 1178 {
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 { 1186 {
1443 if (!op->head) 1187 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1189
1446 return NULL; 1190 return 0;
1447 } 1191 }
1448 } 1192 }
1449 1193
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1195
1458 y = op->y; 1202 y = op->y;
1459 1203
1460 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1461 */ 1205 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1208 if (object::can_merge (op, tmp))
1465 { 1209 {
1466 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1211 tmp->destroy ();
1468 free_object (tmp);
1469 } 1212 }
1470 1213
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1216
1486 op->below = originator->below; 1229 op->below = originator->below;
1487 1230
1488 if (op->below) 1231 if (op->below)
1489 op->below->above = op; 1232 op->below->above = op;
1490 else 1233 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1492 1235
1493 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1494 originator->below = op; 1237 originator->below = op;
1495 } 1238 }
1496 else 1239 else
1497 { 1240 {
1498 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 { 1243 {
1501 object *last = NULL; 1244 object *last = 0;
1502 1245
1503 /* 1246 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1514 */ 1257 */
1515
1516 while (top != NULL) 1258 while (top)
1517 { 1259 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1261 floor = top;
1520 1262
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 * If INS_ON_TOP is used, don't do this processing 1284 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1286 * stacking is a bit odd.
1545 */ 1287 */
1546 if (!(flag & INS_ON_TOP) && 1288 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 { 1290 {
1549 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1293 break;
1552 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575 1317
1576 if (op->above) 1318 if (op->above)
1577 op->above->below = op; 1319 op->above->below = op;
1578 1320
1579 op->below = NULL; 1321 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1581 } 1323 }
1582 else 1324 else
1583 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1584 op->above = top->above; 1326 op->above = top->above;
1585 1327
1588 1330
1589 op->below = top; 1331 op->below = top;
1590 top->above = op; 1332 top->above = op;
1591 } 1333 }
1592 1334
1593 if (op->above == NULL) 1335 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1596 1338
1597 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1598 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1599 1347
1600 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1602 */ 1350 */
1603 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1605 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1607 1355
1608 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1363 * of effect may be sufficient.
1616 */ 1364 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1619 1367
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1622 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1623 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1625 * 1375 *
1626 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1379 * update_object().
1631 1381
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1384 {
1635 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1636 return NULL; 1386 return 0;
1637 1387
1638 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1389 * walk on's.
1640 */ 1390 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1643 return NULL; 1393 return 0;
1644 } 1394 }
1645 1395
1646 return op; 1396 return op;
1647} 1397}
1648 1398
1649/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1652 */ 1402 */
1653void 1403void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1405{
1656 object * 1406 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1407
1661 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1662 1409
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1412 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1413
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1415
1674 tmp1->x = op->x; 1416 tmp1->x = op->x;
1675 tmp1->y = op->y; 1417 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1677} 1425}
1678 1426
1679/* 1427/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1432 * global static errmsg array.
1685 */ 1433 */
1686
1687object * 1434object *
1688get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1689{ 1436{
1690 object * 1437 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1439
1695 if (orig_ob->nrof < nr) 1440 if (orig_ob->nrof < nr)
1696 { 1441 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1443 return NULL;
1699 } 1444 }
1700 1445
1701 newob = object_create_clone (orig_ob); 1446 newob = object_create_clone (orig_ob);
1702 1447
1703 if ((orig_ob->nrof -= nr) < 1) 1448 if ((orig_ob->nrof -= nr) < 1)
1704 { 1449 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1450 else if (!is_removed)
1710 { 1451 {
1711 if (orig_ob->env != NULL) 1452 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1733 1474
1734object * 1475object *
1735decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1736{ 1477{
1737 object *tmp; 1478 object *tmp;
1738 player *pl;
1739 1479
1740 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1481 return op;
1742 1482
1743 if (i > op->nrof) 1483 if (i > op->nrof)
1744 i = op->nrof; 1484 i = op->nrof;
1745 1485
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1487 op->nrof -= i;
1748 else if (op->env != NULL) 1488 else if (op->env)
1749 { 1489 {
1750 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1751 * therein? 1491 * therein?
1752 */ 1492 */
1753 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1498 * and then searching the map for a player.
1759 */ 1499 */
1760 if (!tmp) 1500 if (!tmp)
1761 { 1501 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1764 break; 1505 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1506 }
1770 1507
1771 if (i < op->nrof) 1508 if (i < op->nrof)
1772 { 1509 {
1773 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1511 op->nrof -= i;
1775 if (tmp) 1512 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1778 }
1779 } 1514 }
1780 else 1515 else
1781 { 1516 {
1782 remove_ob (op); 1517 op->remove ();
1783 op->nrof = 0; 1518 op->nrof = 0;
1784 if (tmp) 1519 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1521 }
1789 } 1522 }
1790 else 1523 else
1791 { 1524 {
1792 object *above = op->above; 1525 object *above = op->above;
1793 1526
1794 if (i < op->nrof) 1527 if (i < op->nrof)
1795 op->nrof -= i; 1528 op->nrof -= i;
1796 else 1529 else
1797 { 1530 {
1798 remove_ob (op); 1531 op->remove ();
1799 op->nrof = 0; 1532 op->nrof = 0;
1800 } 1533 }
1801 1534
1802 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1805 { 1538 {
1806 if (op->nrof) 1539 if (op->nrof)
1807 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1808 else 1541 else
1812 1545
1813 if (op->nrof) 1546 if (op->nrof)
1814 return op; 1547 return op;
1815 else 1548 else
1816 { 1549 {
1817 free_object (op); 1550 op->destroy ();
1818 return NULL; 1551 return 0;
1819 } 1552 }
1820} 1553}
1821 1554
1822/* 1555/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1835 op->carrying += weight; 1568 op->carrying += weight;
1836 op = op->env; 1569 op = op->env;
1837 } 1570 }
1838} 1571}
1839 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1840/* 1593/*
1841 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1842 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1843 * inside the object environment. 1596 * inside the object environment.
1844 * 1597 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1852 */ 1600 */
1853 1601
1854object * 1602object *
1855insert_ob_in_ob (object *op, object *where) 1603object::insert (object *op)
1856{ 1604{
1857 object * 1605 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1606
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1608 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1609
1881 if (op->more) 1610 if (op->more)
1882 { 1611 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1613 return op;
1886 1615
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1618 if (op->nrof)
1890 { 1619 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1893 { 1622 {
1894 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1624 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1899 */ 1628 */
1900 add_weight (where, op->weight * op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1903 op = tmp; 1632 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1635 break;
1907 } 1636 }
1908 1637
1909 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1642 * the linking below
1914 */ 1643 */
1915 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1916 } 1645 }
1917 else 1646 else
1918 add_weight (where, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1919 1648
1920 otmp = is_player_inv (where); 1649 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1650 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1652 otmp->update_stats ();
1925 }
1926 1653
1927 op->map = NULL; 1654 op->map = 0;
1928 op->env = where; 1655 op->env = this;
1929 op->above = NULL; 1656 op->above = 0;
1930 op->below = NULL; 1657 op->below = 0;
1931 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1932 1659
1933 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1661 if ((op->glow_radius != 0) && map)
1935 { 1662 {
1936#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1666 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1667 update_all_los (map, x, y);
1941 } 1668 }
1942 1669
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1671 * It sure simplifies this function...
1945 */ 1672 */
1946 if (where->inv == NULL) 1673 if (!inv)
1947 where->inv = op; 1674 inv = op;
1948 else 1675 else
1949 { 1676 {
1950 op->below = where->inv; 1677 op->below = inv;
1951 op->below->above = op; 1678 op->below->above = op;
1952 where->inv = op; 1679 inv = op;
1953 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1954 return op; 1684 return op;
1955} 1685}
1956 1686
1957/* 1687/*
1958 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1972 * 1702 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1705 * on top.
1976 */ 1706 */
1977
1978int 1707int
1979check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1980{ 1709{
1981 object * 1710 object *tmp;
1982 tmp; 1711 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1712 int x = op->x, y = op->y;
1989 1713
1990 MoveType 1714 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1715
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1717 return 0;
1997
1998 tag = op->count;
1999 1718
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1722
2019 1738
2020 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
2022 */ 1741 */
2023 1742
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1744 {
2026 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1747 * we don't need to check all of them.
2029 */ 1748 */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1785 {
2067 move_apply (tmp, op, originator); 1786 move_apply (tmp, op, originator);
2068 1787
2069 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
2070 return 1; 1789 return 1;
2071 1790
2072 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
2084/* 1803/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2088 */ 1807 */
2089
2090object * 1808object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1810{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
2097 { 1812 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1814 return NULL;
2100 } 1815 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1818 if (tmp->arch == at)
2103 return tmp; 1819 return tmp;
1820
2104 return NULL; 1821 return NULL;
2105} 1822}
2106 1823
2107/* 1824/*
2108 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2111 */ 1828 */
2112
2113object * 1829object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
2115{ 1831{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
2120 { 1833 {
2121 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1835 return NULL;
2123 } 1836 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1839 if (tmp->type == type)
2126 return tmp; 1840 return tmp;
1841
2127 return NULL; 1842 return NULL;
2128} 1843}
2129 1844
2130/* 1845/*
2131 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2134 */ 1849 */
2135
2136object * 1850object *
2137present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
2138{ 1852{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1854 if (tmp->type == type)
2144 return tmp; 1855 return tmp;
1856
2145 return NULL; 1857 return NULL;
2146} 1858}
2147 1859
2148/* 1860/*
2149 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1872 * to be unique.
2161 */ 1873 */
2162
2163object * 1874object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1876{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1879 return tmp;
2173 } 1880
2174 return NULL; 1881 return 0;
2175} 1882}
2176 1883
2177/* 1884/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2181 */ 1888 */
2182
2183object * 1889object *
2184present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2185{ 1891{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1893 if (tmp->arch == at)
2191 return tmp; 1894 return tmp;
1895
2192 return NULL; 1896 return NULL;
2193} 1897}
2194 1898
2195/* 1899/*
2196 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2197 */ 1901 */
2198void 1902void
2199flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2200{ 1904{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1905 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1907 {
2207 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2209 } 1910 }
2210} /* 1911}
1912
1913/*
2211 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2212 */ 1915 */
2213void 1916void
2214unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2215{ 1918{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1919 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1921 {
2222 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2224 } 1924 }
2225} 1925}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
2232 */ 1932 */
2233
2234void 1933void
2235set_cheat (object *op) 1934set_cheat (object *op)
2236{ 1935{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1959 * customized, changed states, etc.
2261 */ 1960 */
2262
2263int 1961int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1963{
2266 int
2267 i,
2268 index = 0, flag; 1964 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2271 1966
2272 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2273 { 1968 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 1970 if (!flag)
2276 altern[index++] = i; 1971 altern [index++] = i;
2277 1972
2278 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2285 */ 1980 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 1982 stop = maxfree[i];
2288 } 1983 }
1984
2289 if (!index) 1985 if (!index)
2290 return -1; 1986 return -1;
1987
2291 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2292} 1989}
2293 1990
2294/* 1991/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 1996 */
2300
2301int 1997int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 1999{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2002 return i;
2311 } 2003
2312 return -1; 2004 return -1;
2313} 2005}
2314 2006
2315/* 2007/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2011 */
2319static void 2012static void
2320permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2321{ 2014{
2322 int 2015 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2016 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2017
2333 tmp = arr[i]; 2018 while (--end)
2334 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2020}
2338 2021
2339/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2028 */
2346void 2029void
2347get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2348{ 2031{
2349 int 2032 int i;
2350 i;
2351 2033
2352 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2035 search_arr[i] = i;
2355 }
2356 2036
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2040}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2052 * there is capable of.
2373 */ 2053 */
2374
2375int 2054int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2056{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2381 2058
2382 sint16 nx, ny; 2059 sint16 nx, ny;
2383 object * 2060 object *tmp;
2384 tmp; 2061 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2062
2388 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2389 2064
2390 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2391 { 2066 {
2403 mp = m; 2078 mp = m;
2404 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2406 2081
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2408 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2085 max = maxfree[i];
2411 }
2412 else 2086 else
2413 { 2087 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2415 2091
2416 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2093 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2421 { 2095 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2099 break;
2427 } 2100
2428 }
2429 if (tmp) 2101 if (tmp)
2430 {
2431 return freedir[i]; 2102 return freedir[i];
2432 }
2433 } 2103 }
2434 } 2104 }
2435 } 2105 }
2106
2436 return 0; 2107 return 0;
2437} 2108}
2438 2109
2439/* 2110/*
2440 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2112 * distance between the two given objects.
2442 */ 2113 */
2443
2444int 2114int
2445distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2446{ 2116{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2118}
2453 2119
2454/* 2120/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2458 */ 2124 */
2459
2460int 2125int
2461find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2462{ 2127{
2463 int 2128 int q;
2464 q;
2465 2129
2466 if (y) 2130 if (y)
2467 q = x * 100 / y; 2131 q = x * 100 / y;
2468 else if (x) 2132 else if (x)
2469 q = -300 * x; 2133 q = -300 * x;
2504int 2168int
2505absdir (int d) 2169absdir (int d)
2506{ 2170{
2507 while (d < 1) 2171 while (d < 1)
2508 d += 8; 2172 d += 8;
2173
2509 while (d > 8) 2174 while (d > 8)
2510 d -= 8; 2175 d -= 8;
2176
2511 return d; 2177 return d;
2512} 2178}
2513 2179
2514/* 2180/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2517 */ 2183 */
2518 2184
2519int 2185int
2520dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2521{ 2187{
2522 int 2188 int d;
2523 d;
2524 2189
2525 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2526 if (d > 4) 2191 if (d > 4)
2527 d = 8 - d; 2192 d = 8 - d;
2193
2528 return d; 2194 return d;
2529} 2195}
2530 2196
2531/* peterm: 2197/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2204 * functions.
2539 */ 2205 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2261 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2599 */ 2263 */
2600
2601
2602int 2264int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2266{
2605 sint16 dx, dy; 2267 sint16 dx, dy;
2606 int
2607 mflags; 2268 int mflags;
2608 2269
2609 if (dir < 0) 2270 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2611 2272
2612 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2625 return 0; 2286 return 0;
2626 2287
2627 /* yes, can see. */ 2288 /* yes, can see. */
2628 if (dir < 9) 2289 if (dir < 9)
2629 return 1; 2290 return 1;
2291
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2295}
2633
2634
2635 2296
2636/* 2297/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2314}
2654 2315
2655
2656/* 2316/*
2657 * create clone from object to another 2317 * create clone from object to another
2658 */ 2318 */
2659object * 2319object *
2660object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2661{ 2321{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2323
2665 if (!asrc) 2324 if (!asrc)
2666 return NULL; 2325 return 0;
2326
2667 src = asrc; 2327 src = asrc;
2668 if (src->head) 2328 if (src->head)
2669 src = src->head; 2329 src = src->head;
2670 2330
2671 prev = NULL; 2331 prev = 0;
2672 for (part = src; part; part = part->more) 2332 for (part = src; part; part = part->more)
2673 { 2333 {
2674 tmp = get_object (); 2334 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2335 tmp->x -= src->x;
2677 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2678 if (!part->head) 2338 if (!part->head)
2679 { 2339 {
2680 dst = tmp; 2340 dst = tmp;
2681 tmp->head = NULL; 2341 tmp->head = 0;
2682 } 2342 }
2683 else 2343 else
2684 {
2685 tmp->head = dst; 2344 tmp->head = dst;
2686 } 2345
2687 tmp->more = NULL; 2346 tmp->more = 0;
2347
2688 if (prev) 2348 if (prev)
2689 prev->more = tmp; 2349 prev->more = tmp;
2350
2690 prev = tmp; 2351 prev = tmp;
2691 } 2352 }
2692 2353
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2354 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2356
2699 return dst; 2357 return dst;
2700} 2358}
2701 2359
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2366object *
2724load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2725{ 2368{
2726 object * 2369 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2730 2371
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2373
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2374 FILE *tempfile = fopen (filename, "w");
2735 2375
2736 if (tempfile == NULL) 2376 if (tempfile == NULL)
2737 { 2377 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2379 return NULL;
2740 }; 2380 }
2381
2741 fprintf (tempfile, obstr); 2382 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2383 fclose (tempfile);
2743 2384
2744 op = get_object (); 2385 op = object::create ();
2745 2386
2746 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2747 2388
2748 if (thawer) 2389 if (thawer)
2749 load_object (thawer, op, 0); 2390 load_object (thawer, op, 0);
2759 * returns NULL if no match. 2400 * returns NULL if no match.
2760 */ 2401 */
2761object * 2402object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2404{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2407 return tmp;
2770 2408
2771 return NULL; 2409 return 0;
2772} 2410}
2773 2411
2774/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2413 * otherwise return NULL.
2776 * 2414 *
2778 * do the desired thing. 2416 * do the desired thing.
2779 */ 2417 */
2780key_value * 2418key_value *
2781get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2782{ 2420{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2422 if (link->key == key)
2789 {
2790 return link; 2423 return link;
2791 }
2792 }
2793 2424
2794 return NULL; 2425 return 0;
2795} 2426}
2796 2427
2797/* 2428/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2430 *
2839 * Returns TRUE on success. 2470 * Returns TRUE on success.
2840 */ 2471 */
2841int 2472int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2474{
2844 key_value *
2845 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2846 2476
2847 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2478 {
2849 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2850 { 2480 {
2878 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2879 2509
2880 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2881 2511
2882 if (!add_key) 2512 if (!add_key)
2883 {
2884 return FALSE; 2513 return FALSE;
2885 } 2514
2886 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2890 * should pass in "" 2519 * should pass in ""
2939 } 2568 }
2940 else 2569 else
2941 item = item->env; 2570 item = item->env;
2942} 2571}
2943 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2944// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2945const char * 2603const char *
2946object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2947{ 2605{
2606 char flagdesc[512];
2948 char info2[256 * 3]; 2607 char info2[256 * 4];
2949 char *p = info; 2608 char *p = info;
2950 2609
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2952 count, 2611 count, uuid.seq,
2953 &name, 2612 &name,
2954 title ? " " : "", 2613 title ? "\",title:" : "",
2955 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2956 2616
2957 if (env) 2617 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2619
2960 if (map) 2620 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2622
2963 return info; 2623 return info;
2964} 2624}
2965 2625
2966const char * 2626const char *
2967object::debug_desc () const 2627object::debug_desc () const
2968{ 2628{
2969 static char info[256 * 3]; 2629 static char info[256 * 4];
2970 return debug_desc (info); 2630 return debug_desc (info);
2971} 2631}
2972 2632

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