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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
575 } 466 }
576 467
577 op->key_values = 0; 468 op->key_values = 0;
578} 469}
579 470
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 471/*
633 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 477 * will point at garbage.
639 */ 478 */
640void 479void
641copy_object (object *op2, object *op) 480object::copy_to (object *dst)
642{ 481{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 484
646 op2->clone (op); 485 *(object_copy *)dst = *this;
647 486
648 if (is_freed) 487 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
650 if (is_removed) 490 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
652 492
653 if (op2->speed < 0) 493 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 495
656 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
657 if (op2->key_values) 497 if (key_values)
658 { 498 {
659 key_value *tail = 0; 499 key_value *tail = 0;
660 key_value *i; 500 key_value *i;
661 501
662 op->key_values = 0; 502 dst->key_values = 0;
663 503
664 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
665 { 505 {
666 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
667 507
668 new_link->next = 0; 508 new_link->next = 0;
669 new_link->key = i->key; 509 new_link->key = i->key;
670 new_link->value = i->value; 510 new_link->value = i->value;
671 511
672 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
673 if (!op->key_values) 513 if (!dst->key_values)
674 { 514 {
675 op->key_values = new_link; 515 dst->key_values = new_link;
676 tail = new_link; 516 tail = new_link;
677 } 517 }
678 else 518 else
679 { 519 {
680 tail->next = new_link; 520 tail->next = new_link;
681 tail = new_link; 521 tail = new_link;
682 } 522 }
683 } 523 }
684 } 524 }
685 525
686 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
687} 535}
688 536
689/* 537/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
693 */ 541 */
694
695void 542void
696update_turn_face (object *op) 543update_turn_face (object *op)
697{ 544{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 546 return;
547
700 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
702} 550}
703 551
704/* 552/*
705 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
708 */ 556 */
709void 557void
710update_ob_speed (object *op) 558object::set_speed (float speed)
711{ 559{
712 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 561 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 563 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 564 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 565
737 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 567
741 if (op->active_next != NULL) 568 if (has_active_speed ())
742 op->active_next->active_prev = op; 569 activate ();
743
744 active_objects = op;
745 }
746 else 570 else
747 { 571 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 572}
771 573
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 574/*
804 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 578 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
811 * 582 *
812 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 584 * current action are:
818 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
823 */ 590 */
824
825void 591void
826update_object (object *op, int action) 592update_object (object *op, int action)
827{ 593{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
830 595
831 if (op == NULL) 596 if (op == NULL)
832 { 597 {
833 /* this should never happen */ 598 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 600 return;
836 } 601 }
837 602
838 if (op->env != NULL) 603 if (op->env)
839 { 604 {
840 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
841 * to do in this case. 606 * to do in this case.
842 */ 607 */
843 return; 608 return;
848 */ 613 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 615 return;
851 616
852 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 619 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 621#ifdef MANY_CORES
857 abort (); 622 abort ();
858#endif 623#endif
859 return; 624 return;
860 } 625 }
861 626
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
869 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
870 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 644 * to have move_allow right now.
894 */ 645 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 648 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 649 }
901 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 652 * that is being removed.
904 */ 653 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 655 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
909 else 658 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 660
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 661 if (op->more)
919 update_object (op->more, action); 662 update_object (op->more, action);
920} 663}
921 664
922static unordered_vector<object *> mortals; 665object *object::first;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943 666
944object::object () 667object::object ()
945{ 668{
946 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
947 670
948 expmul = 1.0; 671 expmul = 1.0;
949 face = blank_face; 672 face = blank_face;
950 attacked_by_count = -1;
951} 673}
952 674
953object::~object () 675object::~object ()
954{ 676{
955 free_key_values (this); 677 free_key_values (this);
959{ 681{
960 count = ++ob_count; 682 count = ++ob_count;
961 uuid = gen_uuid (); 683 uuid = gen_uuid ();
962 684
963 prev = 0; 685 prev = 0;
964 next = objects; 686 next = object::first;
965 687
966 if (objects) 688 if (object::first)
967 objects->prev = this; 689 object::first->prev = this;
968 690
969 objects = this; 691 object::first = this;
970} 692}
971 693
972void object::unlink () 694void object::unlink ()
973{ 695{
974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects) 696 if (this == object::first)
978 objects = next; 697 object::first = next;
979 698
980 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
981 if (prev) prev->next = next; 700 if (prev) prev->next = next;
982 if (next) next->prev = prev; 701 if (next) next->prev = prev;
983 702
984 prev = 0; 703 prev = 0;
985 next = 0; 704 next = 0;
986} 705}
987 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
988object *object::create () 841object *object::create ()
989{ 842{
990 object *op = new object; 843 object *op = new object;
991 op->link (); 844 op->link ();
992 return op; 845 return op;
993} 846}
994 847
995/* 848void
996 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 850{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
1008 return; 861 return;
1009 862
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 863 set_speed (0);
1011 remove_friendly_object (this);
1012 864
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 flag [FLAG_FREED] = 1;
1014 remove_ob (this);
1015 866
1016 SET_FLAG (this, FLAG_FREED); 867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
1017 894
1018 if (more) 895 if (more)
1019 { 896 {
1020 more->free (free_inventory); 897 more->destroy ();
1021 more = 0; 898 more = 0;
1022 } 899 }
1023 900
1024 if (inv) 901 // clear those pointers that likely might have circular references to us
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0; 902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
1067 905
1068 /* Remove object from the active list */ 906 // only relevant for players(?), but make sure of it anyways
1069 speed = 0; 907 contr = 0;
1070 update_ob_speed (this); 908}
1071 909
1072 unlink (); 910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
1073 915
1074 mortals.push_back (this); 916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
1075} 920}
1076 921
1077/* 922/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1080 */ 925 */
1081
1082void 926void
1083sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1084{ 928{
1085 while (op != NULL) 929 while (op != NULL)
1086 { 930 {
1087 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 933
1091 op->carrying -= weight; 934 op->carrying -= weight;
1092 op = op->env; 935 op = op->env;
1093 } 936 }
1094} 937}
1095 938
1096/* remove_ob(op): 939/* op->remove ():
1097 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 944 * the previous environment.
1102 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1103 */ 946 */
1104
1105void 947void
1106remove_ob (object *op) 948object::remove ()
1107{ 949{
950 object *tmp, *last = 0;
1108 object * 951 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 952
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 954 return;
1127 955
1128 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1129 958
1130 if (op->more != NULL) 959 if (more)
1131 remove_ob (op->more); 960 more->remove ();
1132 961
1133 /* 962 /*
1134 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1135 * inventory. 964 * inventory.
1136 */ 965 */
1137 if (op->env != NULL) 966 if (env)
1138 { 967 {
1139 if (op->nrof) 968 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1141 else 970 else
1142 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1143 972
1144 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 975 * to save cpu time.
1147 */ 976 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 978 otmp->update_stats ();
1150 979
1151 if (op->above != NULL) 980 if (above)
1152 op->above->below = op->below; 981 above->below = below;
1153 else 982 else
1154 op->env->inv = op->below; 983 env->inv = below;
1155 984
1156 if (op->below != NULL) 985 if (below)
1157 op->below->above = op->above; 986 below->above = above;
1158 987
1159 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1162 */ 991 */
1163 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1164 op->map = op->env->map; 993 map = env->map;
1165 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1166 op->env = NULL; 995 env = 0;
1167 } 996 }
1168 else if (op->map) 997 else if (map)
1169 { 998 {
1170 x = op->x; 999 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 } 1000 {
1184 1001 --map->players;
1185 if (op->map != m) 1002 map->touch ();
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */ 1003 }
1004
1005 map->dirty = true;
1192 1006
1193 /* link the object above us */ 1007 /* link the object above us */
1194 if (op->above) 1008 if (above)
1195 op->above->below = op->below; 1009 above->below = below;
1196 else 1010 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1198 1012
1199 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1200 if (op->below) 1014 if (below)
1201 op->below->above = op->above; 1015 below->above = above;
1202 else 1016 else
1203 { 1017 {
1204 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1020 * evident
1207 */ 1021 */
1208 if (GET_MAP_OB (m, x, y) != op) 1022 if (GET_MAP_OB (map, x, y) != this)
1209 { 1023 {
1210 dump_object (op); 1024 char *dump = dump_object (this);
1211 LOG (llevError, 1025 LOG (llevError,
1212 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1027 free (dump);
1213 dump_object (GET_MAP_OB (m, x, y)); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1215 } 1031 }
1216 1032
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1033 map->at (x, y).bot = above; /* goes on above it. */
1218 } 1034 }
1219 1035
1220 op->above = 0; 1036 above = 0;
1221 op->below = 0; 1037 below = 0;
1222 1038
1223 if (op->map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1224 return; 1040 return;
1225 1041
1226 tag = op->count; 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1043
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1230 { 1045 {
1231 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1232 * being removed. 1047 * being removed.
1233 */ 1048 */
1234 1049
1235 if (tmp->type == PLAYER && tmp != op) 1050 if (tmp->type == PLAYER && tmp != this)
1236 { 1051 {
1237 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1239 * appropriately. 1054 * appropriately.
1240 */ 1055 */
1241 if (tmp->container == op) 1056 if (tmp->container == this)
1242 { 1057 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1058 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1059 tmp->container = 0;
1245 } 1060 }
1246 1061
1247 tmp->contr->socket.update_look = 1; 1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1248 } 1064 }
1249 1065
1250 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1070 {
1253 move_apply (tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1254 1072
1255 if (was_destroyed (op, tag)) 1073 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1075 }
1260 1076
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1264 tmp->above = NULL; 1080 tmp->above = 0;
1265 1081
1266 last = tmp; 1082 last = tmp;
1267 } 1083 }
1268 1084
1269 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1087 if (!last)
1271 { 1088 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1089 else
1281 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1282 1091
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1285 } 1094 }
1286} 1095}
1287 1096
1288/* 1097/*
1289 * merge_ob(op,top): 1098 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1298{ 1107{
1299 if (!op->nrof) 1108 if (!op->nrof)
1300 return 0; 1109 return 0;
1301 1110
1302 if (top == NULL) 1111 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1304 1114
1305 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1306 { 1116 {
1307 if (top == op) 1117 if (top == op)
1308 continue; 1118 continue;
1309 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1310 { 1121 {
1311 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1312 1123
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1126 op->destroy ();
1316 free_object (op);
1317 return top; 1127 return top;
1318 } 1128 }
1319 } 1129 }
1320 1130
1321 return NULL; 1131 return 0;
1322} 1132}
1323 1133
1324/* 1134/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1326 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1327 */ 1137 */
1328object * 1138object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1140{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1142 {
1338 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1340 } 1145 }
1341 1146
1360 * Return value: 1165 * Return value:
1361 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1168 * just 'op' otherwise
1364 */ 1169 */
1365
1366object * 1170object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1172{
1369 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1174 sint16 x, y;
1371 1175
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1176 if (QUERY_FLAG (op, FLAG_FREED))
1373 { 1177 {
1374 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL; 1179 return NULL;
1376 } 1180 }
1377 1181
1378 if (m == NULL) 1182 if (!m)
1379 { 1183 {
1380 dump_object (op); 1184 char *dump = dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1382 return op; 1187 return op;
1383 } 1188 }
1384 1189
1385 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1386 { 1191 {
1387 dump_object (op); 1192 char *dump = dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1389#ifdef MANY_CORES 1194#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1197 * improperly inserted.
1393 */ 1198 */
1394 abort (); 1199 abort ();
1395#endif 1200#endif
1201 free (dump);
1396 return op; 1202 return op;
1397 } 1203 }
1398 1204
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1206 {
1401 dump_object (op); 1207 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1403 return op; 1210 return op;
1404 } 1211 }
1405 1212
1406 if (op->more != NULL) 1213 if (op->more)
1407 { 1214 {
1408 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1409 1216
1410 object *more = op->more; 1217 object *more = op->more;
1411 1218
1412 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1413 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1416 */ 1223 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map) 1226 else if (!more->map)
1420 { 1227 {
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1235 {
1429 if (!op->head) 1236 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1238
1432 return NULL; 1239 return 0;
1433 } 1240 }
1434 } 1241 }
1435 1242
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1244
1444 y = op->y; 1251 y = op->y;
1445 1252
1446 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1447 */ 1254 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1451 { 1258 {
1452 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1260 tmp->destroy ();
1454 free_object (tmp);
1455 } 1261 }
1456 1262
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1265
1472 op->below = originator->below; 1278 op->below = originator->below;
1473 1279
1474 if (op->below) 1280 if (op->below)
1475 op->below->above = op; 1281 op->below->above = op;
1476 else 1282 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1478 1284
1479 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1480 originator->below = op; 1286 originator->below = op;
1481 } 1287 }
1482 else 1288 else
1483 { 1289 {
1484 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1486 { 1292 {
1487 object *last = NULL; 1293 object *last = 0;
1488 1294
1489 /* 1295 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1496 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1500 */ 1306 */
1501
1502 while (top != NULL) 1307 while (top)
1503 { 1308 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1310 floor = top;
1506 1311
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1528 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1335 * stacking is a bit odd.
1531 */ 1336 */
1532 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534 { 1339 {
1535 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1342 break;
1538 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561 1366
1562 if (op->above) 1367 if (op->above)
1563 op->above->below = op; 1368 op->above->below = op;
1564 1369
1565 op->below = NULL; 1370 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1567 } 1372 }
1568 else 1373 else
1569 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1570 op->above = top->above; 1375 op->above = top->above;
1571 1376
1574 1379
1575 op->below = top; 1380 op->below = top;
1576 top->above = op; 1381 top->above = op;
1577 } 1382 }
1578 1383
1579 if (op->above == NULL) 1384 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1582 1387
1583 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1584 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1585 1396
1586 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1588 */ 1399 */
1589 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1591 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1593 1404
1594 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1412 * of effect may be sufficient.
1602 */ 1413 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1605 1416
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1608 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1609 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1611 * 1424 *
1612 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1428 * update_object().
1617 1430
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1433 {
1621 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1622 return NULL; 1435 return 0;
1623 1436
1624 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1438 * walk on's.
1626 */ 1439 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1629 return NULL; 1442 return 0;
1630 } 1443 }
1631 1444
1632 return op; 1445 return op;
1633} 1446}
1634 1447
1635/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1638 */ 1451 */
1639void 1452void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1454{
1642 object * 1455 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1456
1647 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1648 1458
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1461 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1462
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1464
1660 tmp1->x = op->x; 1465 tmp1->x = op->x;
1661 tmp1->y = op->y; 1466 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1663} 1474}
1664 1475
1665/* 1476/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1481 * global static errmsg array.
1671 */ 1482 */
1672
1673object * 1483object *
1674get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1675{ 1485{
1676 object * 1486 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1488
1681 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1682 { 1490 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1492 return NULL;
1685 } 1493 }
1686 1494
1687 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1688 1496
1689 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1690 { 1498 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1499 else if (!is_removed)
1696 { 1500 {
1697 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1719 1523
1720object * 1524object *
1721decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1722{ 1526{
1723 object *tmp; 1527 object *tmp;
1724 player *pl;
1725 1528
1726 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1530 return op;
1728 1531
1729 if (i > op->nrof) 1532 if (i > op->nrof)
1730 i = op->nrof; 1533 i = op->nrof;
1731 1534
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1536 op->nrof -= i;
1734 else if (op->env != NULL) 1537 else if (op->env)
1735 { 1538 {
1736 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1737 * therein? 1540 * therein?
1738 */ 1541 */
1739 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1547 * and then searching the map for a player.
1745 */ 1548 */
1746 if (!tmp) 1549 if (!tmp)
1747 { 1550 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1750 break; 1554 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1555 }
1756 1556
1757 if (i < op->nrof) 1557 if (i < op->nrof)
1758 { 1558 {
1759 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1560 op->nrof -= i;
1761 if (tmp) 1561 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1764 }
1765 } 1563 }
1766 else 1564 else
1767 { 1565 {
1768 remove_ob (op); 1566 op->remove ();
1769 op->nrof = 0; 1567 op->nrof = 0;
1770 if (tmp) 1568 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1570 }
1775 } 1571 }
1776 else 1572 else
1777 { 1573 {
1778 object *above = op->above; 1574 object *above = op->above;
1779 1575
1780 if (i < op->nrof) 1576 if (i < op->nrof)
1781 op->nrof -= i; 1577 op->nrof -= i;
1782 else 1578 else
1783 { 1579 {
1784 remove_ob (op); 1580 op->remove ();
1785 op->nrof = 0; 1581 op->nrof = 0;
1786 } 1582 }
1787 1583
1788 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1791 { 1587 {
1792 if (op->nrof) 1588 if (op->nrof)
1793 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1794 else 1590 else
1798 1594
1799 if (op->nrof) 1595 if (op->nrof)
1800 return op; 1596 return op;
1801 else 1597 else
1802 { 1598 {
1803 free_object (op); 1599 op->destroy ();
1804 return NULL; 1600 return 0;
1805 } 1601 }
1806} 1602}
1807 1603
1808/* 1604/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1617 op->carrying += weight;
1822 op = op->env; 1618 op = op->env;
1823 } 1619 }
1824} 1620}
1825 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1826/* 1642/*
1827 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1828 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1829 * inside the object environment. 1645 * inside the object environment.
1830 * 1646 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1838 */ 1649 */
1839 1650
1840object * 1651object *
1841insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1842{ 1653{
1843 object * 1654 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1655
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1657 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1658
1867 if (op->more) 1659 if (op->more)
1868 { 1660 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1662 return op;
1872 1664
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1667 if (op->nrof)
1876 { 1668 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1879 { 1671 {
1880 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1673 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1885 */ 1677 */
1886 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1889 op = tmp; 1681 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1684 break;
1893 } 1685 }
1894 1686
1895 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1691 * the linking below
1900 */ 1692 */
1901 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1902 } 1694 }
1903 else 1695 else
1904 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1905 1697
1906 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1701 otmp->update_stats ();
1911 }
1912 1702
1913 op->map = NULL; 1703 op->map = 0;
1914 op->env = where; 1704 op->env = this;
1915 op->above = NULL; 1705 op->above = 0;
1916 op->below = NULL; 1706 op->below = 0;
1917 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1918 1708
1919 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1921 { 1711 {
1922#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1927 } 1717 }
1928 1718
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1720 * It sure simplifies this function...
1931 */ 1721 */
1932 if (where->inv == NULL) 1722 if (!inv)
1933 where->inv = op; 1723 inv = op;
1934 else 1724 else
1935 { 1725 {
1936 op->below = where->inv; 1726 op->below = inv;
1937 op->below->above = op; 1727 op->below->above = op;
1938 where->inv = op; 1728 inv = op;
1939 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1940 return op; 1733 return op;
1941} 1734}
1942 1735
1943/* 1736/*
1944 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1958 * 1751 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1754 * on top.
1962 */ 1755 */
1963
1964int 1756int
1965check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1966{ 1758{
1967 object * 1759 object *tmp;
1968 tmp; 1760 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1761 int x = op->x, y = op->y;
1975 1762
1976 MoveType 1763 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1764
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1766 return 0;
1983
1984 tag = op->count;
1985 1767
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1771
2005 1787
2006 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
2008 */ 1790 */
2009 1791
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1793 {
2012 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1796 * we don't need to check all of them.
2015 */ 1797 */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1834 {
2053 move_apply (tmp, op, originator); 1835 move_apply (tmp, op, originator);
2054 1836
2055 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
2056 return 1; 1838 return 1;
2057 1839
2058 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
2070/* 1852/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2074 */ 1856 */
2075
2076object * 1857object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1859{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2083 { 1861 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1863 return NULL;
2086 } 1864 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->arch == at) 1867 if (tmp->arch == at)
2089 return tmp; 1868 return tmp;
1869
2090 return NULL; 1870 return NULL;
2091} 1871}
2092 1872
2093/* 1873/*
2094 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2097 */ 1877 */
2098
2099object * 1878object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2101{ 1880{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2106 { 1882 {
2107 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1884 return NULL;
2109 } 1885 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1888 if (tmp->type == type)
2112 return tmp; 1889 return tmp;
1890
2113 return NULL; 1891 return NULL;
2114} 1892}
2115 1893
2116/* 1894/*
2117 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2120 */ 1898 */
2121
2122object * 1899object *
2123present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2124{ 1901{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1903 if (tmp->type == type)
2130 return tmp; 1904 return tmp;
1905
2131 return NULL; 1906 return NULL;
2132} 1907}
2133 1908
2134/* 1909/*
2135 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1921 * to be unique.
2147 */ 1922 */
2148
2149object * 1923object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1925{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1928 return tmp;
2159 } 1929
2160 return NULL; 1930 return 0;
2161} 1931}
2162 1932
2163/* 1933/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2167 */ 1937 */
2168
2169object * 1938object *
2170present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2171{ 1940{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1942 if (tmp->arch == at)
2177 return tmp; 1943 return tmp;
1944
2178 return NULL; 1945 return NULL;
2179} 1946}
2180 1947
2181/* 1948/*
2182 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2183 */ 1950 */
2184void 1951void
2185flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2186{ 1953{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1954 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1956 {
2193 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2195 } 1959 }
2196} /* 1960}
1961
1962/*
2197 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2198 */ 1964 */
2199void 1965void
2200unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2201{ 1967{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1968 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1970 {
2208 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2210 } 1973 }
2211} 1974}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2218 */ 1981 */
2219
2220void 1982void
2221set_cheat (object *op) 1983set_cheat (object *op)
2222{ 1984{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 2008 * customized, changed states, etc.
2247 */ 2009 */
2248
2249int 2010int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 2012{
2252 int
2253 i,
2254 index = 0, flag; 2013 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2257 2015
2258 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2259 { 2017 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 2019 if (!flag)
2262 altern[index++] = i; 2020 altern [index++] = i;
2263 2021
2264 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2271 */ 2029 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2031 stop = maxfree[i];
2274 } 2032 }
2033
2275 if (!index) 2034 if (!index)
2276 return -1; 2035 return -1;
2036
2277 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2278} 2038}
2279 2039
2280/* 2040/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2045 */
2286
2287int 2046int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2048{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2051 return i;
2297 } 2052
2298 return -1; 2053 return -1;
2299} 2054}
2300 2055
2301/* 2056/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2060 */
2305static void 2061static void
2306permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2307{ 2063{
2308 int 2064 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2065 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2066
2319 tmp = arr[i]; 2067 while (--end)
2320 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2069}
2324 2070
2325/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2077 */
2332void 2078void
2333get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2334{ 2080{
2335 int 2081 int i;
2336 i;
2337 2082
2338 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2084 search_arr[i] = i;
2341 }
2342 2085
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2089}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2101 * there is capable of.
2359 */ 2102 */
2360
2361int 2103int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2105{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2367 2107
2368 sint16 nx, ny; 2108 sint16 nx, ny;
2369 object * 2109 object *tmp;
2370 tmp; 2110 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2111
2374 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2375 2113
2376 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2377 { 2115 {
2389 mp = m; 2127 mp = m;
2390 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2392 2130
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2394 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2134 max = maxfree[i];
2397 }
2398 else 2135 else
2399 { 2136 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2401 2140
2402 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2142 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2407 { 2144 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2148 break;
2413 } 2149
2414 }
2415 if (tmp) 2150 if (tmp)
2416 {
2417 return freedir[i]; 2151 return freedir[i];
2418 }
2419 } 2152 }
2420 } 2153 }
2421 } 2154 }
2155
2422 return 0; 2156 return 0;
2423} 2157}
2424 2158
2425/* 2159/*
2426 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2161 * distance between the two given objects.
2428 */ 2162 */
2429
2430int 2163int
2431distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2432{ 2165{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2167}
2439 2168
2440/* 2169/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2444 */ 2173 */
2445
2446int 2174int
2447find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2448{ 2176{
2449 int 2177 int q;
2450 q;
2451 2178
2452 if (y) 2179 if (y)
2453 q = x * 100 / y; 2180 q = x * 100 / y;
2454 else if (x) 2181 else if (x)
2455 q = -300 * x; 2182 q = -300 * x;
2490int 2217int
2491absdir (int d) 2218absdir (int d)
2492{ 2219{
2493 while (d < 1) 2220 while (d < 1)
2494 d += 8; 2221 d += 8;
2222
2495 while (d > 8) 2223 while (d > 8)
2496 d -= 8; 2224 d -= 8;
2225
2497 return d; 2226 return d;
2498} 2227}
2499 2228
2500/* 2229/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2232 */
2504 2233
2505int 2234int
2506dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2507{ 2236{
2508 int 2237 int d;
2509 d;
2510 2238
2511 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2512 if (d > 4) 2240 if (d > 4)
2513 d = 8 - d; 2241 d = 8 - d;
2242
2514 return d; 2243 return d;
2515} 2244}
2516 2245
2517/* peterm: 2246/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2253 * functions.
2525 */ 2254 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2310 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2585 */ 2312 */
2586
2587
2588int 2313int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2315{
2591 sint16 dx, dy; 2316 sint16 dx, dy;
2592 int
2593 mflags; 2317 int mflags;
2594 2318
2595 if (dir < 0) 2319 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2597 2321
2598 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2611 return 0; 2335 return 0;
2612 2336
2613 /* yes, can see. */ 2337 /* yes, can see. */
2614 if (dir < 9) 2338 if (dir < 9)
2615 return 1; 2339 return 1;
2340
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2344}
2619
2620
2621 2345
2622/* 2346/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2363}
2640 2364
2641
2642/* 2365/*
2643 * create clone from object to another 2366 * create clone from object to another
2644 */ 2367 */
2645object * 2368object *
2646object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2647{ 2370{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2372
2651 if (!asrc) 2373 if (!asrc)
2652 return NULL; 2374 return 0;
2375
2653 src = asrc; 2376 src = asrc;
2654 if (src->head) 2377 if (src->head)
2655 src = src->head; 2378 src = src->head;
2656 2379
2657 prev = NULL; 2380 prev = 0;
2658 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2659 { 2382 {
2660 tmp = get_object (); 2383 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2384 tmp->x -= src->x;
2663 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2664 if (!part->head) 2387 if (!part->head)
2665 { 2388 {
2666 dst = tmp; 2389 dst = tmp;
2667 tmp->head = NULL; 2390 tmp->head = 0;
2668 } 2391 }
2669 else 2392 else
2670 {
2671 tmp->head = dst; 2393 tmp->head = dst;
2672 } 2394
2673 tmp->more = NULL; 2395 tmp->more = 0;
2396
2674 if (prev) 2397 if (prev)
2675 prev->more = tmp; 2398 prev->more = tmp;
2399
2676 prev = tmp; 2400 prev = tmp;
2677 } 2401 }
2678 2402
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2405
2685 return dst; 2406 return dst;
2686} 2407}
2687 2408
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2415object *
2710load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2711{ 2417{
2712 object * 2418 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2716 2420
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2422
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2423 FILE *tempfile = fopen (filename, "w");
2721 2424
2722 if (tempfile == NULL) 2425 if (tempfile == NULL)
2723 { 2426 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2428 return NULL;
2726 } 2429 }
2727 2430
2728 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2432 fclose (tempfile);
2730 2433
2731 op = get_object (); 2434 op = object::create ();
2732 2435
2733 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2734 2437
2735 if (thawer) 2438 if (thawer)
2736 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2449 * returns NULL if no match.
2747 */ 2450 */
2748object * 2451object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2453{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2456 return tmp;
2757 2457
2758 return NULL; 2458 return 0;
2759} 2459}
2760 2460
2761/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2462 * otherwise return NULL.
2763 * 2463 *
2765 * do the desired thing. 2465 * do the desired thing.
2766 */ 2466 */
2767key_value * 2467key_value *
2768get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2769{ 2469{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2471 if (link->key == key)
2776 {
2777 return link; 2472 return link;
2778 }
2779 }
2780 2473
2781 return NULL; 2474 return 0;
2782} 2475}
2783 2476
2784/* 2477/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2479 *
2826 * Returns TRUE on success. 2519 * Returns TRUE on success.
2827 */ 2520 */
2828int 2521int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2523{
2831 key_value *
2832 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2833 2525
2834 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2527 {
2836 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2837 { 2529 {
2865 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2866 2558
2867 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2868 2560
2869 if (!add_key) 2561 if (!add_key)
2870 {
2871 return FALSE; 2562 return FALSE;
2872 } 2563
2873 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2877 * should pass in "" 2568 * should pass in ""
2926 } 2617 }
2927 else 2618 else
2928 item = item->env; 2619 item = item->env;
2929} 2620}
2930 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2931// return a suitable string describing an objetc in enough detail to find it 2651// return a suitable string describing an object in enough detail to find it
2932const char * 2652const char *
2933object::debug_desc (char *info) const 2653object::debug_desc (char *info) const
2934{ 2654{
2655 char flagdesc[512];
2935 char info2[256 * 3]; 2656 char info2[256 * 4];
2936 char *p = info; 2657 char *p = info;
2937 2658
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2939 count, 2660 count, uuid.seq,
2940 &name, 2661 &name,
2941 title ? " " : "", 2662 title ? "\",title:" : "",
2942 title ? (const char *)title : ""); 2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2943 2665
2944 if (env) 2666 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2668
2947 if (map) 2669 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2671
2950 return info; 2672 return info;
2951} 2673}
2952 2674
2953const char * 2675const char *
2954object::debug_desc () const 2676object::debug_desc () const
2955{ 2677{
2956 static char info[256 * 3]; 2678 static char info[256 * 4];
2957 return debug_desc (info); 2679 return debug_desc (info);
2958} 2680}
2959 2681

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