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Comparing deliantra/server/common/object.C (file contents):
Revision 1.37 by root, Tue Sep 12 20:55:40 2006 UTC vs.
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
37 40
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 45};
50int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 55};
54 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 135static int
57compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
58{ 137{
59 key_value *wants_field; 138 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
64 */ 143 */
65 144
66 /* For each field in wants, */ 145 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 147 {
69 key_value *has_field; 148 key_value *has_field;
70 149
71 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
106 * 185 *
107 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 250 return 0;
177 251
178 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 253 * check all objects in the inventory.
180 */ 254 */
183 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 259 return 0;
186 260
187 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 263 return 0;
190 264
191 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 266 * if it is valid.
193 */ 267 */
202 276
203 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
205 * check? 279 * check?
206 */ 280 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 282 return 0;
209 283
210 switch (ob1->type) 284 switch (ob1->type)
211 { 285 {
212 case SCROLL: 286 case SCROLL:
277 op = op->env; 351 op = op->env;
278 return op; 352 return op;
279} 353}
280 354
281/* 355/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages. 357 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
300 */ 359 */
301 360
302void 361char *
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350}
351
352/*
353 * Dumps an object. Returns output in the static global errmsg array.
354 */
355
356void
357dump_object (object *op) 362dump_object (object *op)
358{ 363{
359 if (op == NULL) 364 if (!op)
360 { 365 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 366
368void 367 object_freezer freezer;
369dump_all_objects (void) 368 save_object (freezer, op, 1);
370{ 369 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 370}
379 371
380/* 372/*
381 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
402 */ 394 */
403 395
404object * 396object *
405find_object (tag_t i) 397find_object (tag_t i)
406{ 398{
407 object *op; 399 for (object *op = object::first; op; op = op->next)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 400 if (op->count == i)
411 break; 401 return op;
402
412 return op; 403 return 0;
413} 404}
414 405
415/* 406/*
416 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
422find_object_name (const char *str) 413find_object_name (const char *str)
423{ 414{
424 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
425 object *op; 416 object *op;
426 417
427 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
428 if (op->name == str_) 419 if (op->name == str_)
429 break; 420 break;
430 421
431 return op; 422 return op;
432} 423}
433 424
434void 425void
435free_all_object_data () 426free_all_object_data ()
436{ 427{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459} 429}
460 430
461/* 431/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 433 * skill and experience objects.
496 } 466 }
497 467
498 op->key_values = 0; 468 op->key_values = 0;
499} 469}
500 470
501void object::clear ()
502{
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/* 471/*
554 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 477 * will point at garbage.
560 */ 478 */
561void 479void
562copy_object (object *op2, object *op) 480object::copy_to (object *dst)
563{ 481{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
566 484
567 op2->clone (op); 485 *(object_copy *)dst = *this;
568 486
569 if (is_freed) 487 if (is_freed)
570 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
571 if (is_removed) 490 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
573 492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values) 497 if (key_values)
579 { 498 {
580 key_value *tail = 0; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = 0; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = 0; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (!op->key_values) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
608} 535}
609 536
610/* 537/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
614 */ 541 */
615
616void 542void
617update_turn_face (object *op) 543update_turn_face (object *op)
618{ 544{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 546 return;
547
621 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
623} 550}
624 551
625/* 552/*
626 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
629 */ 556 */
630void 557void
631update_ob_speed (object *op) 558object::set_speed (float speed)
632{ 559{
633 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 561 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 563 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 564 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 565
658 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 567
662 if (op->active_next != NULL) 568 if (has_active_speed ())
663 op->active_next->active_prev = op; 569 activate ();
664
665 active_objects = op;
666 }
667 else 570 else
668 { 571 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 572}
692 573
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 574/*
725 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 578 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
732 * 582 *
733 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 584 * current action are:
739 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
744 */ 590 */
745
746void 591void
747update_object (object *op, int action) 592update_object (object *op, int action)
748{ 593{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
751 595
752 if (op == NULL) 596 if (op == NULL)
753 { 597 {
754 /* this should never happen */ 598 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 600 return;
757 } 601 }
758 602
759 if (op->env != NULL) 603 if (op->env)
760 { 604 {
761 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
762 * to do in this case. 606 * to do in this case.
763 */ 607 */
764 return; 608 return;
769 */ 613 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 615 return;
772 616
773 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 619 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 621#ifdef MANY_CORES
778 abort (); 622 abort ();
779#endif 623#endif
780 return; 624 return;
781 } 625 }
782 626
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
790 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
791 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 644 * to have move_allow right now.
815 */ 645 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 648 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 649 }
822 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 652 * that is being removed.
825 */ 653 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 655 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
830 else 658 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 660
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 661 if (op->more)
840 update_object (op->more, action); 662 update_object (op->more, action);
841} 663}
842 664
843static unordered_vector<object *> mortals; 665object *object::first;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860}
861 666
862object::object () 667object::object ()
863{ 668{
864 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
865 670
866 expmul = 1.0; 671 expmul = 1.0;
867 face = blank_face; 672 face = blank_face;
868 attacked_by_count = -1;
869} 673}
870 674
871object::~object () 675object::~object ()
872{ 676{
873 free_key_values (this); 677 free_key_values (this);
874} 678}
875 679
876void object::link () 680void object::link ()
877{ 681{
878 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
879 684
880 prev = 0; 685 prev = 0;
881 next = objects; 686 next = object::first;
882 687
883 if (objects) 688 if (object::first)
884 objects->prev = this; 689 object::first->prev = this;
885 690
886 objects = this; 691 object::first = this;
887} 692}
888 693
889void object::unlink () 694void object::unlink ()
890{ 695{
891 count = 0; 696 if (this == object::first)
697 object::first = next;
892 698
893 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
894 if (prev)
895 {
896 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
897 prev = 0; 703 prev = 0;
898 }
899
900 if (next)
901 {
902 next->prev = prev;
903 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
904 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
905 725
906 if (this == objects) 726 if (active_next)
907 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
908} 829}
909 830
910object *object::create () 831object *object::create ()
911{ 832{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 833 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 834 op->link ();
926 return op; 835 return op;
927} 836}
928 837
929/* 838void
930 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 840{
941 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
942 return; 851 return;
943 852
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
945 remove_friendly_object (this);
946 854
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
948 remove_ob (this);
949 856
950 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
951 883
952 if (more) 884 if (more)
953 { 885 {
954 more->free (free_inventory); 886 more->destroy ();
955 more = 0; 887 more = 0;
956 } 888 }
957 889
958 if (inv) 890 // clear those pointers that likely might have circular references to us
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0; 891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
1001 894
1002 /* Remove object from the active list */ 895 // only relevant for players(?), but make sure of it anyways
1003 speed = 0; 896 contr = 0;
1004 update_ob_speed (this); 897}
1005 898
1006 unlink (); 899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
1007 904
1008 mortals.push_back (this); 905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1009} 909}
1010 910
1011/* 911/*
1012 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1014 */ 914 */
1015
1016void 915void
1017sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1018{ 917{
1019 while (op != NULL) 918 while (op != NULL)
1020 { 919 {
1021 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 } 922
1025 op->carrying -= weight; 923 op->carrying -= weight;
1026 op = op->env; 924 op = op->env;
1027 } 925 }
1028} 926}
1029 927
1030/* remove_ob(op): 928/* op->remove ():
1031 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 933 * the previous environment.
1036 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1037 */ 935 */
1038
1039void 936void
1040remove_ob (object *op) 937object::remove ()
1041{ 938{
939 object *tmp, *last = 0;
1042 object * 940 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 941
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 943 return;
1061 944
1062 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1063 947
1064 if (op->more != NULL) 948 if (more)
1065 remove_ob (op->more); 949 more->remove ();
1066 950
1067 /* 951 /*
1068 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1069 * inventory. 953 * inventory.
1070 */ 954 */
1071 if (op->env != NULL) 955 if (env)
1072 { 956 {
1073 if (op->nrof) 957 if (nrof)
1074 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1075 else 959 else
1076 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1077 961
1078 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 964 * to save cpu time.
1081 */ 965 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 967 otmp->update_stats ();
1084 968
1085 if (op->above != NULL) 969 if (above)
1086 op->above->below = op->below; 970 above->below = below;
1087 else 971 else
1088 op->env->inv = op->below; 972 env->inv = below;
1089 973
1090 if (op->below != NULL) 974 if (below)
1091 op->below->above = op->above; 975 below->above = above;
1092 976
1093 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1096 */ 980 */
1097 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1098 op->map = op->env->map; 982 map = env->map;
1099 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1100 op->env = NULL; 984 env = 0;
1101 } 985 }
1102 else if (op->map) 986 else if (map)
1103 { 987 {
1104 x = op->x; 988 if (type == PLAYER)
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 } 989 {
1118 990 --map->players;
1119 if (op->map != m) 991 map->touch ();
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */ 992 }
993
994 map->dirty = true;
1126 995
1127 /* link the object above us */ 996 /* link the object above us */
1128 if (op->above) 997 if (above)
1129 op->above->below = op->below; 998 above->below = below;
1130 else 999 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1132 1001
1133 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1134 if (op->below) 1003 if (below)
1135 op->below->above = op->above; 1004 below->above = above;
1136 else 1005 else
1137 { 1006 {
1138 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1140 * evident 1009 * evident
1141 */ 1010 */
1142 if (GET_MAP_OB (m, x, y) != op) 1011 if (GET_MAP_OB (map, x, y) != this)
1143 { 1012 {
1144 dump_object (op); 1013 char *dump = dump_object (this);
1145 LOG (llevError, 1014 LOG (llevError,
1146 "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); 1015 "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);
1016 free (dump);
1147 dump_object (GET_MAP_OB (m, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1148 LOG (llevError, "%s\n", errmsg); 1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1149 } 1020 }
1150 1021
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1152 } 1023 }
1153 1024
1154 op->above = 0; 1025 above = 0;
1155 op->below = 0; 1026 below = 0;
1156 1027
1157 if (op->map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1158 return; 1029 return;
1159 1030
1160 tag = op->count; 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 1032
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1164 { 1034 {
1165 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1166 * being removed. 1036 * being removed.
1167 */ 1037 */
1168 1038
1169 if (tmp->type == PLAYER && tmp != op) 1039 if (tmp->type == PLAYER && tmp != this)
1170 { 1040 {
1171 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1173 * appropriately. 1043 * appropriately.
1174 */ 1044 */
1175 if (tmp->container == op) 1045 if (tmp->container == this)
1176 { 1046 {
1177 CLEAR_FLAG (op, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1178 tmp->container = NULL; 1048 tmp->container = 0;
1179 } 1049 }
1180 1050
1181 tmp->contr->socket.update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1182 } 1053 }
1183 1054
1184 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 { 1059 {
1187 move_apply (tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1188 1061
1189 if (was_destroyed (op, tag)) 1062 if (destroyed ())
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 }
1193 } 1064 }
1194 1065
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1197 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1198 tmp->above = NULL; 1069 tmp->above = 0;
1199 1070
1200 last = tmp; 1071 last = tmp;
1201 } 1072 }
1202 1073
1203 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1076 if (!last)
1205 { 1077 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1078 else
1215 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1216 1080
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1219 } 1083 }
1220} 1084}
1221 1085
1222/* 1086/*
1223 * merge_ob(op,top): 1087 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1232{ 1096{
1233 if (!op->nrof) 1097 if (!op->nrof)
1234 return 0; 1098 return 0;
1235 1099
1236 if (top == NULL) 1100 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1238 1103
1239 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1240 { 1105 {
1241 if (top == op) 1106 if (top == op)
1242 continue; 1107 continue;
1243 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1244 { 1110 {
1245 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1246 1112
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1115 op->destroy ();
1250 free_object (op);
1251 return top; 1116 return top;
1252 } 1117 }
1253 } 1118 }
1254 1119
1255 return NULL; 1120 return 0;
1256} 1121}
1257 1122
1258/* 1123/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1261 */ 1126 */
1262object * 1127object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1129{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1131 {
1272 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1274 } 1134 }
1275 1135
1294 * Return value: 1154 * Return value:
1295 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1157 * just 'op' otherwise
1298 */ 1158 */
1299
1300object * 1159object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1161{
1303 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1163 sint16 x, y;
1305 1164
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1307 { 1166 {
1308 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL; 1168 return NULL;
1310 } 1169 }
1311 1170
1312 if (m == NULL) 1171 if (!m)
1313 { 1172 {
1314 dump_object (op); 1173 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1316 return op; 1176 return op;
1317 } 1177 }
1318 1178
1319 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1320 { 1180 {
1321 dump_object (op); 1181 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1183#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1186 * improperly inserted.
1327 */ 1187 */
1328 abort (); 1188 abort ();
1329#endif 1189#endif
1190 free (dump);
1330 return op; 1191 return op;
1331 } 1192 }
1332 1193
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1195 {
1335 dump_object (op); 1196 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1337 return op; 1199 return op;
1338 } 1200 }
1339 1201
1340 if (op->more != NULL) 1202 if (op->more)
1341 { 1203 {
1342 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1343 1205
1344 object *more = op->more; 1206 object *more = op->more;
1345 1207
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1224 {
1363 if (!op->head) 1225 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1227
1366 return NULL; 1228 return 0;
1367 } 1229 }
1368 } 1230 }
1369 1231
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1233
1378 y = op->y; 1240 y = op->y;
1379 1241
1380 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1381 */ 1243 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1385 { 1247 {
1386 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1249 tmp->destroy ();
1388 free_object (tmp);
1389 } 1250 }
1390 1251
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1254
1406 op->below = originator->below; 1267 op->below = originator->below;
1407 1268
1408 if (op->below) 1269 if (op->below)
1409 op->below->above = op; 1270 op->below->above = op;
1410 else 1271 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1412 1273
1413 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1414 originator->below = op; 1275 originator->below = op;
1415 } 1276 }
1416 else 1277 else
1417 { 1278 {
1418 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 { 1281 {
1421 object *last = NULL; 1282 object *last = 0;
1422 1283
1423 /* 1284 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1434 */ 1295 */
1435
1436 while (top != NULL) 1296 while (top)
1437 { 1297 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1299 floor = top;
1440 1300
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1462 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1324 * stacking is a bit odd.
1465 */ 1325 */
1466 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1328 {
1469 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1331 break;
1472 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 1355
1496 if (op->above) 1356 if (op->above)
1497 op->above->below = op; 1357 op->above->below = op;
1498 1358
1499 op->below = NULL; 1359 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1501 } 1361 }
1502 else 1362 else
1503 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1504 op->above = top->above; 1364 op->above = top->above;
1505 1365
1508 1368
1509 op->below = top; 1369 op->below = top;
1510 top->above = op; 1370 top->above = op;
1511 } 1371 }
1512 1372
1513 if (op->above == NULL) 1373 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1516 1376
1517 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1518 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1519 1385
1520 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1522 */ 1388 */
1523 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1527 1393
1528 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1401 * of effect may be sufficient.
1536 */ 1402 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1539 1405
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1542 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1543 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1545 * 1413 *
1546 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1417 * update_object().
1551 1419
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1422 {
1555 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1556 return NULL; 1424 return 0;
1557 1425
1558 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1427 * walk on's.
1560 */ 1428 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1563 return NULL; 1431 return 0;
1564 } 1432 }
1565 1433
1566 return op; 1434 return op;
1567} 1435}
1568 1436
1569/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1572 */ 1440 */
1573void 1441void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1443{
1576 object * 1444 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1445
1581 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1582 1447
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1450 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1451
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1453
1594 tmp1->x = op->x; 1454 tmp1->x = op->x;
1595 tmp1->y = op->y; 1455 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1597} 1463}
1598 1464
1599/* 1465/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1470 * global static errmsg array.
1605 */ 1471 */
1606
1607object * 1472object *
1608get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1609{ 1474{
1610 object * 1475 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1477
1615 if (orig_ob->nrof < nr) 1478 if (orig_ob->nrof < nr)
1616 { 1479 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1481 return NULL;
1619 } 1482 }
1620 1483
1621 newob = object_create_clone (orig_ob); 1484 newob = object_create_clone (orig_ob);
1622 1485
1623 if ((orig_ob->nrof -= nr) < 1) 1486 if ((orig_ob->nrof -= nr) < 1)
1624 { 1487 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1488 else if (!is_removed)
1630 { 1489 {
1631 if (orig_ob->env != NULL) 1490 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1512
1654object * 1513object *
1655decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1656{ 1515{
1657 object *tmp; 1516 object *tmp;
1658 player *pl;
1659 1517
1660 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1519 return op;
1662 1520
1663 if (i > op->nrof) 1521 if (i > op->nrof)
1664 i = op->nrof; 1522 i = op->nrof;
1665 1523
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1525 op->nrof -= i;
1668 else if (op->env != NULL) 1526 else if (op->env)
1669 { 1527 {
1670 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1671 * therein? 1529 * therein?
1672 */ 1530 */
1673 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1536 * and then searching the map for a player.
1679 */ 1537 */
1680 if (!tmp) 1538 if (!tmp)
1681 { 1539 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1684 break; 1543 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1544 }
1690 1545
1691 if (i < op->nrof) 1546 if (i < op->nrof)
1692 { 1547 {
1693 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1549 op->nrof -= i;
1695 if (tmp) 1550 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1698 }
1699 } 1552 }
1700 else 1553 else
1701 { 1554 {
1702 remove_ob (op); 1555 op->remove ();
1703 op->nrof = 0; 1556 op->nrof = 0;
1704 if (tmp) 1557 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1559 }
1709 } 1560 }
1710 else 1561 else
1711 { 1562 {
1712 object *above = op->above; 1563 object *above = op->above;
1713 1564
1714 if (i < op->nrof) 1565 if (i < op->nrof)
1715 op->nrof -= i; 1566 op->nrof -= i;
1716 else 1567 else
1717 { 1568 {
1718 remove_ob (op); 1569 op->remove ();
1719 op->nrof = 0; 1570 op->nrof = 0;
1720 } 1571 }
1721 1572
1722 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1725 { 1576 {
1726 if (op->nrof) 1577 if (op->nrof)
1727 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1728 else 1579 else
1732 1583
1733 if (op->nrof) 1584 if (op->nrof)
1734 return op; 1585 return op;
1735 else 1586 else
1736 { 1587 {
1737 free_object (op); 1588 op->destroy ();
1738 return NULL; 1589 return 0;
1739 } 1590 }
1740} 1591}
1741 1592
1742/* 1593/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1606 op->carrying += weight;
1756 op = op->env; 1607 op = op->env;
1757 } 1608 }
1758} 1609}
1759 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1760/* 1631/*
1761 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1762 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1763 * inside the object environment. 1634 * inside the object environment.
1764 * 1635 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1772 */ 1638 */
1773 1639
1774object * 1640object *
1775insert_ob_in_ob (object *op, object *where) 1641object::insert (object *op)
1776{ 1642{
1777 object * 1643 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1644
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1646 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1647
1801 if (op->more) 1648 if (op->more)
1802 { 1649 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1651 return op;
1806 1653
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1656 if (op->nrof)
1810 { 1657 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1813 { 1660 {
1814 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1662 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1819 */ 1666 */
1820 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1823 op = tmp; 1670 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1673 break;
1827 } 1674 }
1828 1675
1829 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1680 * the linking below
1834 */ 1681 */
1835 add_weight (where, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1836 } 1683 }
1837 else 1684 else
1838 add_weight (where, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1839 1686
1840 otmp = is_player_inv (where); 1687 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1688 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1690 otmp->update_stats ();
1845 }
1846 1691
1847 op->map = NULL; 1692 op->map = 0;
1848 op->env = where; 1693 op->env = this;
1849 op->above = NULL; 1694 op->above = 0;
1850 op->below = NULL; 1695 op->below = 0;
1851 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1852 1697
1853 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1699 if ((op->glow_radius != 0) && map)
1855 { 1700 {
1856#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1704 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1705 update_all_los (map, x, y);
1861 } 1706 }
1862 1707
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1709 * It sure simplifies this function...
1865 */ 1710 */
1866 if (where->inv == NULL) 1711 if (!inv)
1867 where->inv = op; 1712 inv = op;
1868 else 1713 else
1869 { 1714 {
1870 op->below = where->inv; 1715 op->below = inv;
1871 op->below->above = op; 1716 op->below->above = op;
1872 where->inv = op; 1717 inv = op;
1873 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1874 return op; 1722 return op;
1875} 1723}
1876 1724
1877/* 1725/*
1878 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1892 * 1740 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1743 * on top.
1896 */ 1744 */
1897
1898int 1745int
1899check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1900{ 1747{
1901 object * 1748 object *tmp;
1902 tmp; 1749 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1750 int x = op->x, y = op->y;
1909 1751
1910 MoveType 1752 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1753
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1755 return 0;
1917
1918 tag = op->count;
1919 1756
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1760
1939 1776
1940 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1942 */ 1779 */
1943 1780
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1945 { 1782 {
1946 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1785 * we don't need to check all of them.
1949 */ 1786 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1823 {
1987 move_apply (tmp, op, originator); 1824 move_apply (tmp, op, originator);
1988 1825
1989 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1990 return 1; 1827 return 1;
1991 1828
1992 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
2004/* 1841/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2008 */ 1845 */
2009
2010object * 1846object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1848{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
2017 { 1850 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1852 return NULL;
2020 } 1853 }
1854
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2022 if (tmp->arch == at) 1856 if (tmp->arch == at)
2023 return tmp; 1857 return tmp;
1858
2024 return NULL; 1859 return NULL;
2025} 1860}
2026 1861
2027/* 1862/*
2028 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2031 */ 1866 */
2032
2033object * 1867object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
2035{ 1869{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2040 { 1871 {
2041 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1873 return NULL;
2043 } 1874 }
1875
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045 if (tmp->type == type) 1877 if (tmp->type == type)
2046 return tmp; 1878 return tmp;
1879
2047 return NULL; 1880 return NULL;
2048} 1881}
2049 1882
2050/* 1883/*
2051 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2054 */ 1887 */
2055
2056object * 1888object *
2057present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2058{ 1890{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1892 if (tmp->type == type)
2064 return tmp; 1893 return tmp;
1894
2065 return NULL; 1895 return NULL;
2066} 1896}
2067 1897
2068/* 1898/*
2069 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1910 * to be unique.
2081 */ 1911 */
2082
2083object * 1912object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1914{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1917 return tmp;
2093 } 1918
2094 return NULL; 1919 return 0;
2095} 1920}
2096 1921
2097/* 1922/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2101 */ 1926 */
2102
2103object * 1927object *
2104present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2105{ 1929{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1931 if (tmp->arch == at)
2111 return tmp; 1932 return tmp;
1933
2112 return NULL; 1934 return NULL;
2113} 1935}
2114 1936
2115/* 1937/*
2116 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2117 */ 1939 */
2118void 1940void
2119flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2120{ 1942{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1943 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1945 {
2127 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2129 } 1948 }
2130} /* 1949}
1950
1951/*
2131 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2132 */ 1953 */
2133void 1954void
2134unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2135{ 1956{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1957 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1959 {
2142 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2144 } 1962 }
2145} 1963}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2152 */ 1970 */
2153
2154void 1971void
2155set_cheat (object *op) 1972set_cheat (object *op)
2156{ 1973{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1997 * customized, changed states, etc.
2181 */ 1998 */
2182
2183int 1999int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2001{
2186 int
2187 i,
2188 index = 0, flag; 2002 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2191 2004
2192 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2193 { 2006 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 2008 if (!flag)
2196 altern[index++] = i; 2009 altern [index++] = i;
2197 2010
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2205 */ 2018 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2020 stop = maxfree[i];
2208 } 2021 }
2022
2209 if (!index) 2023 if (!index)
2210 return -1; 2024 return -1;
2025
2211 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2212} 2027}
2213 2028
2214/* 2029/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2034 */
2220
2221int 2035int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2037{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2040 return i;
2231 } 2041
2232 return -1; 2042 return -1;
2233} 2043}
2234 2044
2235/* 2045/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2049 */
2239static void 2050static void
2240permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2241{ 2052{
2242 int 2053 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2054 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2055
2253 tmp = arr[i]; 2056 while (--end)
2254 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2058}
2258 2059
2259/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2066 */
2266void 2067void
2267get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2268{ 2069{
2269 int 2070 int i;
2270 i;
2271 2071
2272 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2073 search_arr[i] = i;
2275 }
2276 2074
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2078}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2090 * there is capable of.
2293 */ 2091 */
2294
2295int 2092int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2094{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2301 2096
2302 sint16 nx, ny; 2097 sint16 nx, ny;
2303 object * 2098 object *tmp;
2304 tmp; 2099 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2100
2308 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2309 2102
2310 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2311 { 2104 {
2323 mp = m; 2116 mp = m;
2324 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2326 2119
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2328 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2123 max = maxfree[i];
2331 }
2332 else 2124 else
2333 { 2125 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2335 2129
2336 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2131 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2341 { 2133 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2137 break;
2347 } 2138
2348 }
2349 if (tmp) 2139 if (tmp)
2350 {
2351 return freedir[i]; 2140 return freedir[i];
2352 }
2353 } 2141 }
2354 } 2142 }
2355 } 2143 }
2144
2356 return 0; 2145 return 0;
2357} 2146}
2358 2147
2359/* 2148/*
2360 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2150 * distance between the two given objects.
2362 */ 2151 */
2363
2364int 2152int
2365distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2366{ 2154{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2156}
2373 2157
2374/* 2158/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2378 */ 2162 */
2379
2380int 2163int
2381find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2382{ 2165{
2383 int 2166 int q;
2384 q;
2385 2167
2386 if (y) 2168 if (y)
2387 q = x * 100 / y; 2169 q = x * 100 / y;
2388 else if (x) 2170 else if (x)
2389 q = -300 * x; 2171 q = -300 * x;
2424int 2206int
2425absdir (int d) 2207absdir (int d)
2426{ 2208{
2427 while (d < 1) 2209 while (d < 1)
2428 d += 8; 2210 d += 8;
2211
2429 while (d > 8) 2212 while (d > 8)
2430 d -= 8; 2213 d -= 8;
2214
2431 return d; 2215 return d;
2432} 2216}
2433 2217
2434/* 2218/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2221 */
2438 2222
2439int 2223int
2440dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2441{ 2225{
2442 int 2226 int d;
2443 d;
2444 2227
2445 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2446 if (d > 4) 2229 if (d > 4)
2447 d = 8 - d; 2230 d = 8 - d;
2231
2448 return d; 2232 return d;
2449} 2233}
2450 2234
2451/* peterm: 2235/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2242 * functions.
2459 */ 2243 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2299 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2519 */ 2301 */
2520
2521
2522int 2302int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2304{
2525 sint16 dx, dy; 2305 sint16 dx, dy;
2526 int
2527 mflags; 2306 int mflags;
2528 2307
2529 if (dir < 0) 2308 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2531 2310
2532 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2545 return 0; 2324 return 0;
2546 2325
2547 /* yes, can see. */ 2326 /* yes, can see. */
2548 if (dir < 9) 2327 if (dir < 9)
2549 return 1; 2328 return 1;
2329
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2333}
2553
2554
2555 2334
2556/* 2335/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2352}
2574 2353
2575
2576/* 2354/*
2577 * create clone from object to another 2355 * create clone from object to another
2578 */ 2356 */
2579object * 2357object *
2580object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2581{ 2359{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2361
2585 if (!asrc) 2362 if (!asrc)
2586 return NULL; 2363 return 0;
2364
2587 src = asrc; 2365 src = asrc;
2588 if (src->head) 2366 if (src->head)
2589 src = src->head; 2367 src = src->head;
2590 2368
2591 prev = NULL; 2369 prev = 0;
2592 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2593 { 2371 {
2594 tmp = get_object (); 2372 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2373 tmp->x -= src->x;
2597 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2598 if (!part->head) 2376 if (!part->head)
2599 { 2377 {
2600 dst = tmp; 2378 dst = tmp;
2601 tmp->head = NULL; 2379 tmp->head = 0;
2602 } 2380 }
2603 else 2381 else
2604 {
2605 tmp->head = dst; 2382 tmp->head = dst;
2606 } 2383
2607 tmp->more = NULL; 2384 tmp->more = 0;
2385
2608 if (prev) 2386 if (prev)
2609 prev->more = tmp; 2387 prev->more = tmp;
2388
2610 prev = tmp; 2389 prev = tmp;
2611 } 2390 }
2612 2391
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2394
2619 return dst; 2395 return dst;
2620} 2396}
2621 2397
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2404object *
2644load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2645{ 2406{
2646 object * 2407 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2650 2409
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2411
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2412 FILE *tempfile = fopen (filename, "w");
2655 2413
2656 if (tempfile == NULL) 2414 if (tempfile == NULL)
2657 { 2415 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2417 return NULL;
2660 }; 2418 }
2419
2661 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2421 fclose (tempfile);
2663 2422
2664 op = get_object (); 2423 op = object::create ();
2665 2424
2666 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2667 2426
2668 if (thawer) 2427 if (thawer)
2669 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2438 * returns NULL if no match.
2680 */ 2439 */
2681object * 2440object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2442{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2445 return tmp;
2690 2446
2691 return NULL; 2447 return 0;
2692} 2448}
2693 2449
2694/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2451 * otherwise return NULL.
2696 * 2452 *
2698 * do the desired thing. 2454 * do the desired thing.
2699 */ 2455 */
2700key_value * 2456key_value *
2701get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2702{ 2458{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2460 if (link->key == key)
2709 {
2710 return link; 2461 return link;
2711 }
2712 }
2713 2462
2714 return NULL; 2463 return 0;
2715} 2464}
2716 2465
2717/* 2466/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2468 *
2759 * Returns TRUE on success. 2508 * Returns TRUE on success.
2760 */ 2509 */
2761int 2510int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2512{
2764 key_value *
2765 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2766 2514
2767 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2516 {
2769 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2770 { 2518 {
2798 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2799 2547
2800 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2801 2549
2802 if (!add_key) 2550 if (!add_key)
2803 {
2804 return FALSE; 2551 return FALSE;
2805 } 2552
2806 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2810 * should pass in "" 2557 * should pass in ""
2859 } 2606 }
2860 else 2607 else
2861 item = item->env; 2608 item = item->env;
2862} 2609}
2863 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2864// return a suitable string describing an objetc in enough detail to find it 2640// return a suitable string describing an object in enough detail to find it
2865const char * 2641const char *
2866object::debug_desc (char *info) const 2642object::debug_desc (char *info) const
2867{ 2643{
2644 char flagdesc[512];
2868 char info2[256 * 3]; 2645 char info2[256 * 4];
2869 char *p = info; 2646 char *p = info;
2870 2647
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2872 count, 2649 count, uuid.seq,
2873 &name, 2650 &name,
2874 title ? " " : "", 2651 title ? "\",title:" : "",
2875 title ? (const char *)title : ""); 2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2876 2654
2877 if (env) 2655 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2657
2880 if (map) 2658 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2660
2883 return info; 2661 return info;
2884} 2662}
2885 2663
2886const char * 2664const char *
2887object::debug_desc () const 2665object::debug_desc () const
2888{ 2666{
2889 static char info[256 * 3]; 2667 static char info[256 * 4];
2890 return debug_desc (info); 2668 return debug_desc (info);
2891} 2669}
2892 2670

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