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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 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
42 43
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, 44short 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 45 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}; 46};
106 _exit (1); 107 _exit (1);
107 } 108 }
108 109
109 uuid.seq = uid; 110 uuid.seq = uid;
110 write_uuid (); 111 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 113 fclose (fp);
113} 114}
114 115
115UUID 116UUID
116gen_uuid () 117gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
143 */ 144 */
144 145
145 /* For each field in wants, */ 146 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 148 {
148 key_value *has_field; 149 key_value *has_field;
149 150
150 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
185 * 186 *
186 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
189 * 190 *
190 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 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 227 || 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) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
281 277
282 /* Note sure why the following is the case - either the object has to 278 /* 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 279 * be animated or have a very low speed. Is this an attempted monster
284 * check? 280 * check?
285 */ 281 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 283 return 0;
288 284
289 switch (ob1->type) 285 switch (ob1->type)
290 { 286 {
291 case SCROLL: 287 case SCROLL:
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
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) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 1);
449{ 370 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} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 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} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
575 } 467 }
576 468
577 op->key_values = 0; 469 op->key_values = 0;
578} 470}
579 471
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/* 472/*
633 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * 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 477 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 478 * will point at garbage.
639 */ 479 */
640void 480void
641copy_object (object *op2, object *op) 481object::copy_to (object *dst)
642{ 482{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 485
646 op2->clone (op); 486 *(object_copy *)dst = *this;
647 487
648 if (is_freed) 488 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
650 if (is_removed) 491 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
652 493
653 if (op2->speed < 0) 494 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 496
656 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
657 if (op2->key_values) 498 if (key_values)
658 { 499 {
659 key_value *tail = 0; 500 key_value *tail = 0;
660 key_value *i; 501 key_value *i;
661 502
662 op->key_values = 0; 503 dst->key_values = 0;
663 504
664 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
665 { 506 {
666 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
667 508
668 new_link->next = 0; 509 new_link->next = 0;
669 new_link->key = i->key; 510 new_link->key = i->key;
670 new_link->value = i->value; 511 new_link->value = i->value;
671 512
672 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
673 if (!op->key_values) 514 if (!dst->key_values)
674 { 515 {
675 op->key_values = new_link; 516 dst->key_values = new_link;
676 tail = new_link; 517 tail = new_link;
677 } 518 }
678 else 519 else
679 { 520 {
680 tail->next = new_link; 521 tail->next = new_link;
681 tail = new_link; 522 tail = new_link;
682 } 523 }
683 } 524 }
684 } 525 }
685 526
686 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
687} 536}
688 537
689/* 538/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * 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. 541 * be called to update the face variable, _and_ how it looks on the map.
693 */ 542 */
694
695void 543void
696update_turn_face (object *op) 544update_turn_face (object *op)
697{ 545{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 547 return;
548
700 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
702} 551}
703 552
704/* 553/*
705 * Updates the speed of an object. If the speed changes from 0 to another 554 * 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. 555 * 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. 556 * This function needs to be called whenever the speed of an object changes.
708 */ 557 */
709void 558void
710update_ob_speed (object *op) 559object::set_speed (float speed)
711{ 560{
712 extern int arch_init; 561 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 { 562 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 564 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 565 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 566
737 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 568
741 if (op->active_next != NULL) 569 if (has_active_speed ())
742 op->active_next->active_prev = op; 570 activate ();
743
744 active_objects = op;
745 }
746 else 571 else
747 { 572 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} 573}
771 574
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/* 575/*
804 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 579 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 580 * 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 581 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
811 * 583 *
812 * action is a hint of what the caller believes need to be done. 584 * 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: 585 * current action are:
818 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * 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. 589 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
823 */ 591 */
824
825void 592void
826update_object (object *op, int action) 593update_object (object *op, int action)
827{ 594{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
830 596
831 if (op == NULL) 597 if (op == NULL)
832 { 598 {
833 /* this should never happen */ 599 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 601 return;
836 } 602 }
837 603
838 if (op->env != NULL) 604 if (op->env)
839 { 605 {
840 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
841 * to do in this case. 607 * to do in this case.
842 */ 608 */
843 return; 609 return;
848 */ 614 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 616 return;
851 617
852 /* make sure the object is within map boundaries */ 618 /* 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)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 620 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 622#ifdef MANY_CORES
857 abort (); 623 abort ();
858#endif 624#endif
859 return; 625 return;
860 } 626 }
861 627
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 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);
868 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
869 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
870 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 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)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (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) 641 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 643 || (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 644 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 645 * to have move_allow right now.
894 */ 646 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 649 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 650 }
901 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 653 * that is being removed.
904 */ 654 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 656 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
909 else 659 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 661
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) 662 if (op->more)
919 update_object (op->more, action); 663 update_object (op->more, action);
920} 664}
921 665
922static unordered_vector<object *> mortals; 666object *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}
943 667
944object::object () 668object::object ()
945{ 669{
946 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
947 671
948 expmul = 1.0; 672 expmul = 1.0;
949 face = blank_face; 673 face = blank_face;
950 attacked_by_count = -1;
951} 674}
952 675
953object::~object () 676object::~object ()
954{ 677{
955 free_key_values (this); 678 free_key_values (this);
959{ 682{
960 count = ++ob_count; 683 count = ++ob_count;
961 uuid = gen_uuid (); 684 uuid = gen_uuid ();
962 685
963 prev = 0; 686 prev = 0;
964 next = objects; 687 next = object::first;
965 688
966 if (objects) 689 if (object::first)
967 objects->prev = this; 690 object::first->prev = this;
968 691
969 objects = this; 692 object::first = this;
970} 693}
971 694
972void object::unlink () 695void object::unlink ()
973{ 696{
974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects) 697 if (this == object::first)
978 objects = next; 698 object::first = next;
979 699
980 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
981 if (prev) prev->next = next; 701 if (prev) prev->next = next;
982 if (next) next->prev = prev; 702 if (next) next->prev = prev;
983 703
984 prev = 0; 704 prev = 0;
985 next = 0; 705 next = 0;
986} 706}
987 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
988object *object::create () 842object *object::create ()
989{ 843{
990 object *op = new object; 844 object *op = new object;
991 op->link (); 845 op->link ();
992 return op; 846 return op;
993} 847}
994 848
995/* 849void
996 * free_object() frees everything allocated by an object, removes 850object::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{ 851{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
1008 return; 862 return;
1009 863
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
1011 remove_friendly_object (this);
1012 865
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
1014 remove_ob (this);
1015 867
1016 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1017 895
1018 if (more) 896 if (more)
1019 { 897 {
1020 more->free (free_inventory); 898 more->destroy ();
1021 more = 0; 899 more = 0;
1022 } 900 }
1023 901
1024 if (inv) 902 // 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; 903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
1067 906
1068 /* Remove object from the active list */ 907 // only relevant for players(?), but make sure of it anyways
1069 speed = 0; 908 contr = 0;
1070 update_ob_speed (this); 909}
1071 910
1072 unlink (); 911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
1073 916
1074 mortals.push_back (this); 917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1075} 921}
1076 922
1077/* 923/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1080 */ 926 */
1081
1082void 927void
1083sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1084{ 929{
1085 while (op != NULL) 930 while (op != NULL)
1086 { 931 {
1087 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 934
1091 op->carrying -= weight; 935 op->carrying -= weight;
1092 op = op->env; 936 op = op->env;
1093 } 937 }
1094} 938}
1095 939
1096/* remove_ob(op): 940/* op->remove ():
1097 * This function removes the object op from the linked list of objects 941 * 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 942 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 945 * the previous environment.
1102 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1103 */ 947 */
1104
1105void 948void
1106remove_ob (object *op) 949object::remove ()
1107{ 950{
951 object *tmp, *last = 0;
1108 object * 952 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 953
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)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 955 return;
1127 956
1128 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1129 959
1130 if (op->more != NULL) 960 if (more)
1131 remove_ob (op->more); 961 more->remove ();
1132 962
1133 /* 963 /*
1134 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1135 * inventory. 965 * inventory.
1136 */ 966 */
1137 if (op->env != NULL) 967 if (env)
1138 { 968 {
1139 if (op->nrof) 969 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1141 else 971 else
1142 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1143 973
1144 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 976 * to save cpu time.
1147 */ 977 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 979 otmp->update_stats ();
1150 980
1151 if (op->above != NULL) 981 if (above)
1152 op->above->below = op->below; 982 above->below = below;
1153 else 983 else
1154 op->env->inv = op->below; 984 env->inv = below;
1155 985
1156 if (op->below != NULL) 986 if (below)
1157 op->below->above = op->above; 987 below->above = above;
1158 988
1159 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1162 */ 992 */
1163 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1164 op->map = op->env->map; 994 map = env->map;
1165 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1166 op->env = NULL; 996 env = 0;
1167 } 997 }
1168 else if (op->map) 998 else if (map)
1169 { 999 {
1170 x = op->x; 1000 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 } 1001 {
1184 1002 --map->players;
1185 if (op->map != m) 1003 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 */ 1004 }
1005
1006 map->dirty = true;
1192 1007
1193 /* link the object above us */ 1008 /* link the object above us */
1194 if (op->above) 1009 if (above)
1195 op->above->below = op->below; 1010 above->below = below;
1196 else 1011 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1198 1013
1199 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1200 if (op->below) 1015 if (below)
1201 op->below->above = op->above; 1016 below->above = above;
1202 else 1017 else
1203 { 1018 {
1204 /* Nothing below, which means we need to relink map object for this space 1019 /* 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 1020 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1021 * evident
1207 */ 1022 */
1208 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1209 { 1024 {
1210 dump_object (op); 1025 char *dump = dump_object (this);
1211 LOG (llevError, 1026 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); 1027 "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);
1028 free (dump);
1213 dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1215 } 1032 }
1216 1033
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1218 } 1035 }
1219 1036
1220 op->above = 0; 1037 above = 0;
1221 op->below = 0; 1038 below = 0;
1222 1039
1223 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1224 return; 1041 return;
1225 1042
1226 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1044
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1230 { 1046 {
1231 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1232 * being removed. 1048 * being removed.
1233 */ 1049 */
1234 1050
1235 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1236 { 1052 {
1237 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1239 * appropriately. 1055 * appropriately.
1240 */ 1056 */
1241 if (tmp->container == op) 1057 if (tmp->container == this)
1242 { 1058 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1060 tmp->container = 0;
1245 } 1061 }
1246 1062
1247 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1248 } 1065 }
1249 1066
1250 /* See if player moving off should effect something */ 1067 /* 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)) 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1071 {
1253 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1254 1073
1255 if (was_destroyed (op, tag)) 1074 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1076 }
1260 1077
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1264 tmp->above = NULL; 1081 tmp->above = 0;
1265 1082
1266 last = tmp; 1083 last = tmp;
1267 } 1084 }
1268 1085
1269 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1088 if (!last)
1271 { 1089 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 1090 else
1281 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1282 1092
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1285 } 1095 }
1286} 1096}
1287 1097
1288/* 1098/*
1289 * merge_ob(op,top): 1099 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1298{ 1108{
1299 if (!op->nrof) 1109 if (!op->nrof)
1300 return 0; 1110 return 0;
1301 1111
1302 if (top == NULL) 1112 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1304 1115
1305 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1306 { 1117 {
1307 if (top == op) 1118 if (top == op)
1308 continue; 1119 continue;
1309 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1310 { 1122 {
1311 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1312 1124
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1127 op->destroy ();
1316 free_object (op);
1317 return top; 1128 return top;
1318 } 1129 }
1319 } 1130 }
1320 1131
1321 return NULL; 1132 return 0;
1322} 1133}
1323 1134
1324/* 1135/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1326 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1327 */ 1138 */
1328object * 1139object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1141{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1143 {
1338 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1340 } 1146 }
1341 1147
1360 * Return value: 1166 * Return value:
1361 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1169 * just 'op' otherwise
1364 */ 1170 */
1365
1366object * 1171object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1173{
1369 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1175 sint16 x, y;
1371 1176
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1373 { 1178 {
1374 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL; 1180 return NULL;
1376 } 1181 }
1377 1182
1378 if (m == NULL) 1183 if (!m)
1379 { 1184 {
1380 dump_object (op); 1185 char *dump = dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1382 return op; 1188 return op;
1383 } 1189 }
1384 1190
1385 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1386 { 1192 {
1387 dump_object (op); 1193 char *dump = dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1389#ifdef MANY_CORES 1195#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1196 /* 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 1197 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1198 * improperly inserted.
1393 */ 1199 */
1394 abort (); 1200 abort ();
1395#endif 1201#endif
1202 free (dump);
1396 return op; 1203 return op;
1397 } 1204 }
1398 1205
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1207 {
1401 dump_object (op); 1208 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1403 return op; 1211 return op;
1404 } 1212 }
1405 1213
1406 if (op->more != NULL) 1214 if (op->more)
1407 { 1215 {
1408 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1409 1217
1410 object *more = op->more; 1218 object *more = op->more;
1411 1219
1412 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1413 * we set the map, that doesn't work if the location is within 1221 * 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 1222 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1416 */ 1224 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map) 1227 else if (!more->map)
1420 { 1228 {
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1236 {
1429 if (!op->head) 1237 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1239
1432 return NULL; 1240 return 0;
1433 } 1241 }
1434 } 1242 }
1435 1243
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1245
1444 y = op->y; 1252 y = op->y;
1445 1253
1446 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1447 */ 1255 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1451 { 1259 {
1452 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1261 tmp->destroy ();
1454 free_object (tmp);
1455 } 1262 }
1456 1263
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1266
1472 op->below = originator->below; 1279 op->below = originator->below;
1473 1280
1474 if (op->below) 1281 if (op->below)
1475 op->below->above = op; 1282 op->below->above = op;
1476 else 1283 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1478 1285
1479 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1480 originator->below = op; 1287 originator->below = op;
1481 } 1288 }
1482 else 1289 else
1483 { 1290 {
1484 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1486 { 1293 {
1487 object *last = NULL; 1294 object *last = 0;
1488 1295
1489 /* 1296 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1299 * 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 1303 * 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 1304 * 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 1305 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1500 */ 1307 */
1501
1502 while (top != NULL) 1308 while (top)
1503 { 1309 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1311 floor = top;
1506 1312
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 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 1334 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1336 * stacking is a bit odd.
1531 */ 1337 */
1532 if (!(flag & INS_ON_TOP) && 1338 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)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534 { 1340 {
1535 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1343 break;
1538 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561 1367
1562 if (op->above) 1368 if (op->above)
1563 op->above->below = op; 1369 op->above->below = op;
1564 1370
1565 op->below = NULL; 1371 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1567 } 1373 }
1568 else 1374 else
1569 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1570 op->above = top->above; 1376 op->above = top->above;
1571 1377
1574 1380
1575 op->below = top; 1381 op->below = top;
1576 top->above = op; 1382 top->above = op;
1577 } 1383 }
1578 1384
1579 if (op->above == NULL) 1385 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1582 1388
1583 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1584 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1585 1397
1586 /* If we have a floor, we know the player, if any, will be above 1398 /* 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. 1399 * it, so save a few ticks and start from there.
1588 */ 1400 */
1589 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1591 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1593 1405
1594 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1407 * 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 1408 * 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 1409 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1413 * of effect may be sufficient.
1602 */ 1414 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1605 1417
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1608 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1609 /* Don't know if moving this to the end will break anything. However, 1423 /* 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. 1424 * we want to have floorbox_update called before calling this.
1611 * 1425 *
1612 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1429 * update_object().
1617 1431
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* 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) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1434 {
1621 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1622 return NULL; 1436 return 0;
1623 1437
1624 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1439 * walk on's.
1626 */ 1440 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1629 return NULL; 1443 return 0;
1630 } 1444 }
1631 1445
1632 return op; 1446 return op;
1633} 1447}
1634 1448
1635/* this function inserts an object in the map, but if it 1449/* 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. 1450 * 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. 1451 * op is the object to insert it under: supplies x and the map.
1638 */ 1452 */
1639void 1453void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1455{
1642 object * 1456 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1457
1647 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1648 1459
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1462 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1463
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1465
1660 tmp1->x = op->x; 1466 tmp1->x = op->x;
1661 tmp1->y = op->y; 1467 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1663} 1475}
1664 1476
1665/* 1477/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * 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 1479 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1482 * global static errmsg array.
1671 */ 1483 */
1672
1673object * 1484object *
1674get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1675{ 1486{
1676 object * 1487 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1489
1681 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1682 { 1491 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1493 return NULL;
1685 } 1494 }
1686 1495
1687 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1688 1497
1689 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1690 { 1499 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) 1500 else if (!is_removed)
1696 { 1501 {
1697 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1719 1524
1720object * 1525object *
1721decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1722{ 1527{
1723 object *tmp; 1528 object *tmp;
1724 player *pl;
1725 1529
1726 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1531 return op;
1728 1532
1729 if (i > op->nrof) 1533 if (i > op->nrof)
1730 i = op->nrof; 1534 i = op->nrof;
1731 1535
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1537 op->nrof -= i;
1734 else if (op->env != NULL) 1538 else if (op->env)
1735 { 1539 {
1736 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1737 * therein? 1541 * therein?
1738 */ 1542 */
1739 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1548 * and then searching the map for a player.
1745 */ 1549 */
1746 if (!tmp) 1550 if (!tmp)
1747 { 1551 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1750 break; 1555 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1556 }
1756 1557
1757 if (i < op->nrof) 1558 if (i < op->nrof)
1758 { 1559 {
1759 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1561 op->nrof -= i;
1761 if (tmp) 1562 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1764 }
1765 } 1564 }
1766 else 1565 else
1767 { 1566 {
1768 remove_ob (op); 1567 op->remove ();
1769 op->nrof = 0; 1568 op->nrof = 0;
1770 if (tmp) 1569 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1571 }
1775 } 1572 }
1776 else 1573 else
1777 { 1574 {
1778 object *above = op->above; 1575 object *above = op->above;
1779 1576
1780 if (i < op->nrof) 1577 if (i < op->nrof)
1781 op->nrof -= i; 1578 op->nrof -= i;
1782 else 1579 else
1783 { 1580 {
1784 remove_ob (op); 1581 op->remove ();
1785 op->nrof = 0; 1582 op->nrof = 0;
1786 } 1583 }
1787 1584
1788 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1791 { 1588 {
1792 if (op->nrof) 1589 if (op->nrof)
1793 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1794 else 1591 else
1798 1595
1799 if (op->nrof) 1596 if (op->nrof)
1800 return op; 1597 return op;
1801 else 1598 else
1802 { 1599 {
1803 free_object (op); 1600 op->destroy ();
1804 return NULL; 1601 return 0;
1805 } 1602 }
1806} 1603}
1807 1604
1808/* 1605/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1618 op->carrying += weight;
1822 op = op->env; 1619 op = op->env;
1823 } 1620 }
1824} 1621}
1825 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1826/* 1643/*
1827 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1828 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1829 * inside the object environment. 1646 * inside the object environment.
1830 * 1647 *
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 1648 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1838 */ 1650 */
1839 1651
1840object * 1652object *
1841insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1842{ 1654{
1843 object * 1655 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1656
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1658 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 1659
1867 if (op->more) 1660 if (op->more)
1868 { 1661 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1663 return op;
1872 1665
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1668 if (op->nrof)
1876 { 1669 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1879 { 1672 {
1880 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1674 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1885 */ 1678 */
1886 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1889 op = tmp; 1682 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1685 break;
1893 } 1686 }
1894 1687
1895 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1690 * (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 1691 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1692 * the linking below
1900 */ 1693 */
1901 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1902 } 1695 }
1903 else 1696 else
1904 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1905 1698
1906 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1702 otmp->update_stats ();
1911 }
1912 1703
1913 op->map = NULL; 1704 op->map = 0;
1914 op->env = where; 1705 op->env = this;
1915 op->above = NULL; 1706 op->above = 0;
1916 op->below = NULL; 1707 op->below = 0;
1917 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1918 1709
1919 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1921 { 1712 {
1922#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1927 } 1718 }
1928 1719
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1721 * It sure simplifies this function...
1931 */ 1722 */
1932 if (where->inv == NULL) 1723 if (!inv)
1933 where->inv = op; 1724 inv = op;
1934 else 1725 else
1935 { 1726 {
1936 op->below = where->inv; 1727 op->below = inv;
1937 op->below->above = op; 1728 op->below->above = op;
1938 where->inv = op; 1729 inv = op;
1939 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1940 return op; 1734 return op;
1941} 1735}
1942 1736
1943/* 1737/*
1944 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1958 * 1752 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * 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 1754 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1755 * on top.
1962 */ 1756 */
1963
1964int 1757int
1965check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1966{ 1759{
1967 object * 1760 object *tmp;
1968 tmp; 1761 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1975 1763
1976 MoveType 1764 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1765
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1767 return 0;
1983
1984 tag = op->count;
1985 1768
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 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); 1770 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); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1772
2005 1788
2006 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2008 */ 1791 */
2009 1792
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1794 {
2012 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1797 * we don't need to check all of them.
2015 */ 1798 */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 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)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1835 {
2053 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
2054 1837
2055 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2056 return 1; 1839 return 1;
2057 1840
2058 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2070/* 1853/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2074 */ 1857 */
2075
2076object * 1858object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1860{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2083 { 1862 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1864 return NULL;
2086 } 1865 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->arch == at) 1868 if (tmp->arch == at)
2089 return tmp; 1869 return tmp;
1870
2090 return NULL; 1871 return NULL;
2091} 1872}
2092 1873
2093/* 1874/*
2094 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2097 */ 1878 */
2098
2099object * 1879object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2101{ 1881{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2106 { 1883 {
2107 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1885 return NULL;
2109 } 1886 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1889 if (tmp->type == type)
2112 return tmp; 1890 return tmp;
1891
2113 return NULL; 1892 return NULL;
2114} 1893}
2115 1894
2116/* 1895/*
2117 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2120 */ 1899 */
2121
2122object * 1900object *
2123present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2124{ 1902{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1904 if (tmp->type == type)
2130 return tmp; 1905 return tmp;
1906
2131 return NULL; 1907 return NULL;
2132} 1908}
2133 1909
2134/* 1910/*
2135 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1919 * 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 1920 * 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 1921 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1922 * to be unique.
2147 */ 1923 */
2148
2149object * 1924object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1926{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1929 return tmp;
2159 } 1930
2160 return NULL; 1931 return 0;
2161} 1932}
2162 1933
2163/* 1934/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2167 */ 1938 */
2168
2169object * 1939object *
2170present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2171{ 1941{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1943 if (tmp->arch == at)
2177 return tmp; 1944 return tmp;
1945
2178 return NULL; 1946 return NULL;
2179} 1947}
2180 1948
2181/* 1949/*
2182 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2183 */ 1951 */
2184void 1952void
2185flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2186{ 1954{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1955 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1957 {
2193 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2195 } 1960 }
2196} /* 1961}
1962
1963/*
2197 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2198 */ 1965 */
2199void 1966void
2200unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2201{ 1968{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1969 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1971 {
2208 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2210 } 1974 }
2211} 1975}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1980 * 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. 1981 * him/her-self and all object carried by a call to this function.
2218 */ 1982 */
2219
2220void 1983void
2221set_cheat (object *op) 1984set_cheat (object *op)
2222{ 1985{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * 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 2007 * 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 2008 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 2009 * customized, changed states, etc.
2247 */ 2010 */
2248
2249int 2011int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 2013{
2252 int
2253 i,
2254 index = 0, flag; 2014 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2257 2016
2258 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2259 { 2018 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 2020 if (!flag)
2262 altern[index++] = i; 2021 altern [index++] = i;
2263 2022
2264 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* 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. 2024 * 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 - 2025 * 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 2026 * 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 2027 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2271 */ 2030 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2032 stop = maxfree[i];
2274 } 2033 }
2034
2275 if (!index) 2035 if (!index)
2276 return -1; 2036 return -1;
2037
2277 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2278} 2039}
2279 2040
2280/* 2041/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2044 * 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. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2046 */
2286
2287int 2047int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2049{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2052 return i;
2297 } 2053
2298 return -1; 2054 return -1;
2299} 2055}
2300 2056
2301/* 2057/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2061 */
2305static void 2062static void
2306permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2307{ 2064{
2308 int 2065 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2066 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2067
2319 tmp = arr[i]; 2068 while (--end)
2320 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2070}
2324 2071
2325/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2073 * 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 2074 * 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. 2077 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2078 */
2332void 2079void
2333get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2334{ 2081{
2335 int 2082 int i;
2336 i;
2337 2083
2338 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2085 search_arr[i] = i;
2341 }
2342 2086
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2090}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * 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 2100 * 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 2101 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2102 * there is capable of.
2359 */ 2103 */
2360
2361int 2104int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2106{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2367 2108
2368 sint16 nx, ny; 2109 sint16 nx, ny;
2369 object * 2110 object *tmp;
2370 tmp; 2111 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2112
2374 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2375 2114
2376 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2377 { 2116 {
2389 mp = m; 2128 mp = m;
2390 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2392 2131
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2394 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2135 max = maxfree[i];
2397 }
2398 else 2136 else
2399 { 2137 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2401 2141
2402 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2143 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2407 { 2145 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2147 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))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2149 break;
2413 } 2150
2414 }
2415 if (tmp) 2151 if (tmp)
2416 {
2417 return freedir[i]; 2152 return freedir[i];
2418 }
2419 } 2153 }
2420 } 2154 }
2421 } 2155 }
2156
2422 return 0; 2157 return 0;
2423} 2158}
2424 2159
2425/* 2160/*
2426 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2162 * distance between the two given objects.
2428 */ 2163 */
2429
2430int 2164int
2431distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2432{ 2166{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2168}
2439 2169
2440/* 2170/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * 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 2172 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2444 */ 2174 */
2445
2446int 2175int
2447find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2448{ 2177{
2449 int 2178 int q;
2450 q;
2451 2179
2452 if (y) 2180 if (y)
2453 q = x * 100 / y; 2181 q = x * 100 / y;
2454 else if (x) 2182 else if (x)
2455 q = -300 * x; 2183 q = -300 * x;
2490int 2218int
2491absdir (int d) 2219absdir (int d)
2492{ 2220{
2493 while (d < 1) 2221 while (d < 1)
2494 d += 8; 2222 d += 8;
2223
2495 while (d > 8) 2224 while (d > 8)
2496 d -= 8; 2225 d -= 8;
2226
2497 return d; 2227 return d;
2498} 2228}
2499 2229
2500/* 2230/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2233 */
2504 2234
2505int 2235int
2506dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2507{ 2237{
2508 int 2238 int d;
2509 d;
2510 2239
2511 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2512 if (d > 4) 2241 if (d > 4)
2513 d = 8 - d; 2242 d = 8 - d;
2243
2514 return d; 2244 return d;
2515} 2245}
2516 2246
2517/* peterm: 2247/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * 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 2251 * 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. 2252 * 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 2253 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2254 * functions.
2525 */ 2255 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2311 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2585 */ 2313 */
2586
2587
2588int 2314int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2316{
2591 sint16 dx, dy; 2317 sint16 dx, dy;
2592 int
2593 mflags; 2318 int mflags;
2594 2319
2595 if (dir < 0) 2320 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2597 2322
2598 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2611 return 0; 2336 return 0;
2612 2337
2613 /* yes, can see. */ 2338 /* yes, can see. */
2614 if (dir < 9) 2339 if (dir < 9)
2615 return 1; 2340 return 1;
2341
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 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]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2345}
2619
2620
2621 2346
2622/* 2347/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2348 * 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 2349 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (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)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2364}
2640 2365
2641
2642/* 2366/*
2643 * create clone from object to another 2367 * create clone from object to another
2644 */ 2368 */
2645object * 2369object *
2646object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2647{ 2371{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2373
2651 if (!asrc) 2374 if (!asrc)
2652 return NULL; 2375 return 0;
2376
2653 src = asrc; 2377 src = asrc;
2654 if (src->head) 2378 if (src->head)
2655 src = src->head; 2379 src = src->head;
2656 2380
2657 prev = NULL; 2381 prev = 0;
2658 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2659 { 2383 {
2660 tmp = get_object (); 2384 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2385 tmp->x -= src->x;
2663 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2664 if (!part->head) 2388 if (!part->head)
2665 { 2389 {
2666 dst = tmp; 2390 dst = tmp;
2667 tmp->head = NULL; 2391 tmp->head = 0;
2668 } 2392 }
2669 else 2393 else
2670 {
2671 tmp->head = dst; 2394 tmp->head = dst;
2672 } 2395
2673 tmp->more = NULL; 2396 tmp->more = 0;
2397
2674 if (prev) 2398 if (prev)
2675 prev->more = tmp; 2399 prev->more = tmp;
2400
2676 prev = tmp; 2401 prev = tmp;
2677 } 2402 }
2678 2403
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2406
2685 return dst; 2407 return dst;
2686} 2408}
2687 2409
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. */ 2410/* 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 */ 2411/* 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, */ 2412/* 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. */ 2413/* 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. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2416object *
2710load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2711{ 2418{
2712 object * 2419 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2716 2421
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2423
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2721 2425
2722 if (tempfile == NULL) 2426 if (tempfile == NULL)
2723 { 2427 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2429 return NULL;
2726 } 2430 }
2727 2431
2728 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2433 fclose (tempfile);
2730 2434
2731 op = get_object (); 2435 op = object::create ();
2732 2436
2733 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2734 2438
2735 if (thawer) 2439 if (thawer)
2736 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2450 * returns NULL if no match.
2747 */ 2451 */
2748object * 2452object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2454{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2457 return tmp;
2757 2458
2758 return NULL; 2459 return 0;
2759} 2460}
2760 2461
2761/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2463 * otherwise return NULL.
2763 * 2464 *
2765 * do the desired thing. 2466 * do the desired thing.
2766 */ 2467 */
2767key_value * 2468key_value *
2768get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2769{ 2470{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2472 if (link->key == key)
2776 {
2777 return link; 2473 return link;
2778 }
2779 }
2780 2474
2781 return NULL; 2475 return 0;
2782} 2476}
2783 2477
2784/* 2478/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2480 *
2826 * Returns TRUE on success. 2520 * Returns TRUE on success.
2827 */ 2521 */
2828int 2522int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2524{
2831 key_value *
2832 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2833 2526
2834 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2528 {
2836 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2837 { 2530 {
2865 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2866 2559
2867 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2868 2561
2869 if (!add_key) 2562 if (!add_key)
2870 {
2871 return FALSE; 2563 return FALSE;
2872 } 2564
2873 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2877 * should pass in "" 2569 * should pass in ""
2926 } 2618 }
2927 else 2619 else
2928 item = item->env; 2620 item = item->env;
2929} 2621}
2930 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2931// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2932const char * 2653const char *
2933object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2934{ 2655{
2656 char flagdesc[512];
2935 char info2[256 * 3]; 2657 char info2[256 * 4];
2936 char *p = info; 2658 char *p = info;
2937 2659
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2939 count, 2661 count, uuid.seq,
2940 &name, 2662 &name,
2941 title ? " " : "", 2663 title ? "\",title:" : "",
2942 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2943 2666
2944 if (env) 2667 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2669
2947 if (map) 2670 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2672
2950 return info; 2673 return info;
2951} 2674}
2952 2675
2953const char * 2676const char *
2954object::debug_desc () const 2677object::debug_desc () const
2955{ 2678{
2956 static char info[256 * 3]; 2679 static char info[256 * 4];
2957 return debug_desc (info); 2680 return debug_desc (info);
2958} 2681}
2959 2682

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