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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
575 } 466 }
576 467
577 op->key_values = 0; 468 op->key_values = 0;
578} 469}
579 470
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 471/*
633 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 477 * will point at garbage.
639 */ 478 */
640void 479void
641copy_object (object *op2, object *op) 480object::copy_to (object *dst)
642{ 481{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 484
646 op2->clone (op); 485 *(object_copy *)dst = *this;
647 486
648 if (is_freed) 487 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
650 if (is_removed) 490 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
652 492
653 if (op2->speed < 0) 493 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 495
656 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
657 if (op2->key_values) 497 if (key_values)
658 { 498 {
659 key_value *tail = 0; 499 key_value *tail = 0;
660 key_value *i; 500 key_value *i;
661 501
662 op->key_values = 0; 502 dst->key_values = 0;
663 503
664 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
665 { 505 {
666 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
667 507
668 new_link->next = 0; 508 new_link->next = 0;
669 new_link->key = i->key; 509 new_link->key = i->key;
670 new_link->value = i->value; 510 new_link->value = i->value;
671 511
672 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
673 if (!op->key_values) 513 if (!dst->key_values)
674 { 514 {
675 op->key_values = new_link; 515 dst->key_values = new_link;
676 tail = new_link; 516 tail = new_link;
677 } 517 }
678 else 518 else
679 { 519 {
680 tail->next = new_link; 520 tail->next = new_link;
681 tail = new_link; 521 tail = new_link;
682 } 522 }
683 } 523 }
684 } 524 }
685 525
686 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
687} 535}
688 536
689/* 537/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
693 */ 541 */
694
695void 542void
696update_turn_face (object *op) 543update_turn_face (object *op)
697{ 544{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 546 return;
547
700 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
702} 550}
703 551
704/* 552/*
705 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
708 */ 556 */
709void 557void
710update_ob_speed (object *op) 558object::set_speed (float speed)
711{ 559{
712 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 561 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 563 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 564 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 565
737 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 567
741 if (op->active_next != NULL) 568 if (has_active_speed ())
742 op->active_next->active_prev = op; 569 activate ();
743
744 active_objects = op;
745 }
746 else 570 else
747 { 571 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 572}
771 573
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 574/*
804 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 578 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
811 * 582 *
812 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 584 * current action are:
818 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
823 */ 590 */
824
825void 591void
826update_object (object *op, int action) 592update_object (object *op, int action)
827{ 593{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
830 595
831 if (op == NULL) 596 if (op == NULL)
832 { 597 {
833 /* this should never happen */ 598 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 600 return;
836 } 601 }
837 602
838 if (op->env != NULL) 603 if (op->env)
839 { 604 {
840 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
841 * to do in this case. 606 * to do in this case.
842 */ 607 */
843 return; 608 return;
848 */ 613 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 615 return;
851 616
852 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 619 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 621#ifdef MANY_CORES
857 abort (); 622 abort ();
858#endif 623#endif
859 return; 624 return;
860 } 625 }
861 626
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
869 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
870 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 644 * to have move_allow right now.
894 */ 645 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 648 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 649 }
901 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 652 * that is being removed.
904 */ 653 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 655 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
909 else 658 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 660
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 661 if (op->more)
919 update_object (op->more, action); 662 update_object (op->more, action);
920} 663}
921 664
922static unordered_vector<object *> mortals; 665object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940}
941 666
942object::object () 667object::object ()
943{ 668{
944 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
945 670
946 expmul = 1.0; 671 expmul = 1.0;
947 face = blank_face; 672 face = blank_face;
948 attacked_by_count = -1;
949} 673}
950 674
951object::~object () 675object::~object ()
952{ 676{
953 free_key_values (this); 677 free_key_values (this);
957{ 681{
958 count = ++ob_count; 682 count = ++ob_count;
959 uuid = gen_uuid (); 683 uuid = gen_uuid ();
960 684
961 prev = 0; 685 prev = 0;
962 next = objects; 686 next = object::first;
963 687
964 if (objects) 688 if (object::first)
965 objects->prev = this; 689 object::first->prev = this;
966 690
967 objects = this; 691 object::first = this;
968} 692}
969 693
970void object::unlink () 694void object::unlink ()
971{ 695{
972 //count = 0;//D
973 if (!prev && !next) return;//D
974
975 if (this == objects) 696 if (this == object::first)
976 objects = next; 697 object::first = next;
977 698
978 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
979 if (prev) prev->next = next; 700 if (prev) prev->next = next;
980 if (next) next->prev = prev; 701 if (next) next->prev = prev;
981 702
982 prev = 0; 703 prev = 0;
983 next = 0; 704 next = 0;
984} 705}
985 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
986object *object::create () 831object *object::create ()
987{ 832{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 833 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 834 op->link ();
1002 return op; 835 return op;
1003} 836}
1004 837
1005/* 838void
1006 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 840{
1017 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])
1018 return; 851 return;
1019 852
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
1021 remove_friendly_object (this);
1022 854
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
1024 remove_ob (this);
1025 856
1026 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
1027 858
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
1029 884
1030 if (more) 885 if (more)
1031 { 886 {
1032 more->free (free_inventory); 887 more->destroy ();
1033 more = 0; 888 more = 0;
1034 } 889 }
1035 890
1036 if (inv) 891 // clear those pointers that likely might have circular references to us
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0; 892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
1079 895
1080 /* Remove object from the active list */ 896 // only relevant for players(?), but make sure of it anyways
1081 speed = 0; 897 contr = 0;
1082 update_ob_speed (this); 898}
1083 899
1084 unlink (); 900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
1085 905
1086 mortals.push_back (this); 906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1087} 910}
1088 911
1089/* 912/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1092 */ 915 */
1093
1094void 916void
1095sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1096{ 918{
1097 while (op != NULL) 919 while (op != NULL)
1098 { 920 {
1099 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 923
1103 op->carrying -= weight; 924 op->carrying -= weight;
1104 op = op->env; 925 op = op->env;
1105 } 926 }
1106} 927}
1107 928
1108/* remove_ob(op): 929/* op->remove ():
1109 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 934 * the previous environment.
1114 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1115 */ 936 */
1116
1117void 937void
1118remove_ob (object *op) 938object::remove ()
1119{ 939{
940 object *tmp, *last = 0;
1120 object * 941 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 942
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 944 return;
1139 945
1140 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1141 948
1142 if (op->more != NULL) 949 if (more)
1143 remove_ob (op->more); 950 more->remove ();
1144 951
1145 /* 952 /*
1146 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1147 * inventory. 954 * inventory.
1148 */ 955 */
1149 if (op->env != NULL) 956 if (env)
1150 { 957 {
1151 if (op->nrof) 958 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1153 else 960 else
1154 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1155 962
1156 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 965 * to save cpu time.
1159 */ 966 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 968 otmp->update_stats ();
1162 969
1163 if (op->above != NULL) 970 if (above)
1164 op->above->below = op->below; 971 above->below = below;
1165 else 972 else
1166 op->env->inv = op->below; 973 env->inv = below;
1167 974
1168 if (op->below != NULL) 975 if (below)
1169 op->below->above = op->above; 976 below->above = above;
1170 977
1171 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1174 */ 981 */
1175 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1176 op->map = op->env->map; 983 map = env->map;
1177 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1178 op->env = NULL; 985 env = 0;
1179 } 986 }
1180 else if (op->map) 987 else if (map)
1181 { 988 {
1182 x = op->x; 989 if (type == PLAYER)
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 } 990 {
1196 991 --map->players;
1197 if (op->map != m) 992 map->touch ();
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */ 993 }
994
995 map->dirty = true;
1204 996
1205 /* link the object above us */ 997 /* link the object above us */
1206 if (op->above) 998 if (above)
1207 op->above->below = op->below; 999 above->below = below;
1208 else 1000 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1210 1002
1211 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1212 if (op->below) 1004 if (below)
1213 op->below->above = op->above; 1005 below->above = above;
1214 else 1006 else
1215 { 1007 {
1216 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1010 * evident
1219 */ 1011 */
1220 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1221 { 1013 {
1222 dump_object (op); 1014 char *dump = dump_object (this);
1223 LOG (llevError, 1015 LOG (llevError,
1224 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1017 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1227 } 1021 }
1228 1022
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1230 } 1024 }
1231 1025
1232 op->above = 0; 1026 above = 0;
1233 op->below = 0; 1027 below = 0;
1234 1028
1235 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1236 return; 1030 return;
1237 1031
1238 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1033
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1242 { 1035 {
1243 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1244 * being removed. 1037 * being removed.
1245 */ 1038 */
1246 1039
1247 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1248 { 1041 {
1249 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1251 * appropriately. 1044 * appropriately.
1252 */ 1045 */
1253 if (tmp->container == op) 1046 if (tmp->container == this)
1254 { 1047 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1049 tmp->container = 0;
1257 } 1050 }
1258 1051
1259 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1260 } 1054 }
1261 1055
1262 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1060 {
1265 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1266 1062
1267 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1065 }
1272 1066
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1275 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1276 tmp->above = NULL; 1070 tmp->above = 0;
1277 1071
1278 last = tmp; 1072 last = tmp;
1279 } 1073 }
1280 1074
1281 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1282 if (last == NULL) 1077 if (!last)
1283 { 1078 map->at (x, y).flags_ = 0;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1079 else
1293 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1294 1081
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1297 } 1084 }
1298} 1085}
1299 1086
1300/* 1087/*
1301 * merge_ob(op,top): 1088 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1310{ 1097{
1311 if (!op->nrof) 1098 if (!op->nrof)
1312 return 0; 1099 return 0;
1313 1100
1314 if (top == NULL) 1101 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1316 1104
1317 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1318 { 1106 {
1319 if (top == op) 1107 if (top == op)
1320 continue; 1108 continue;
1321 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1322 { 1111 {
1323 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1324 1113
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1116 op->destroy ();
1328 free_object (op);
1329 return top; 1117 return top;
1330 } 1118 }
1331 } 1119 }
1332 1120
1333 return NULL; 1121 return 0;
1334} 1122}
1335 1123
1336/* 1124/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1339 */ 1127 */
1340object * 1128object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1130{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1132 {
1350 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1352 } 1135 }
1353 1136
1372 * Return value: 1155 * Return value:
1373 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1158 * just 'op' otherwise
1376 */ 1159 */
1377
1378object * 1160object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1162{
1381 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1164 sint16 x, y;
1383 1165
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1385 { 1167 {
1386 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL; 1169 return NULL;
1388 } 1170 }
1389 1171
1390 if (m == NULL) 1172 if (!m)
1391 { 1173 {
1392 dump_object (op); 1174 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1394 return op; 1177 return op;
1395 } 1178 }
1396 1179
1397 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1398 { 1181 {
1399 dump_object (op); 1182 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1184#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1187 * improperly inserted.
1405 */ 1188 */
1406 abort (); 1189 abort ();
1407#endif 1190#endif
1191 free (dump);
1408 return op; 1192 return op;
1409 } 1193 }
1410 1194
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1196 {
1413 dump_object (op); 1197 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1415 return op; 1200 return op;
1416 } 1201 }
1417 1202
1418 if (op->more != NULL) 1203 if (op->more)
1419 { 1204 {
1420 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1421 1206
1422 object *more = op->more; 1207 object *more = op->more;
1423 1208
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 { 1225 {
1441 if (!op->head) 1226 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 1228
1444 return NULL; 1229 return 0;
1445 } 1230 }
1446 } 1231 }
1447 1232
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1234
1456 y = op->y; 1241 y = op->y;
1457 1242
1458 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1459 */ 1244 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1463 { 1248 {
1464 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1250 tmp->destroy ();
1466 free_object (tmp);
1467 } 1251 }
1468 1252
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1255
1484 op->below = originator->below; 1268 op->below = originator->below;
1485 1269
1486 if (op->below) 1270 if (op->below)
1487 op->below->above = op; 1271 op->below->above = op;
1488 else 1272 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1490 1274
1491 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1492 originator->below = op; 1276 originator->below = op;
1493 } 1277 }
1494 else 1278 else
1495 { 1279 {
1496 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1498 { 1282 {
1499 object *last = NULL; 1283 object *last = 0;
1500 1284
1501 /* 1285 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1512 */ 1296 */
1513
1514 while (top != NULL) 1297 while (top)
1515 { 1298 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1300 floor = top;
1518 1301
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1540 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1325 * stacking is a bit odd.
1543 */ 1326 */
1544 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1329 {
1547 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1332 break;
1550 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1573 1356
1574 if (op->above) 1357 if (op->above)
1575 op->above->below = op; 1358 op->above->below = op;
1576 1359
1577 op->below = NULL; 1360 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1579 } 1362 }
1580 else 1363 else
1581 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1582 op->above = top->above; 1365 op->above = top->above;
1583 1366
1586 1369
1587 op->below = top; 1370 op->below = top;
1588 top->above = op; 1371 top->above = op;
1589 } 1372 }
1590 1373
1591 if (op->above == NULL) 1374 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1594 1377
1595 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1596 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1597 1386
1598 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1600 */ 1389 */
1601 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1603 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1605 1394
1606 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1402 * of effect may be sufficient.
1614 */ 1403 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1617 1406
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1620 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1621 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1623 * 1414 *
1624 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1418 * update_object().
1629 1420
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1423 {
1633 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1634 return NULL; 1425 return 0;
1635 1426
1636 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1428 * walk on's.
1638 */ 1429 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1641 return NULL; 1432 return 0;
1642 } 1433 }
1643 1434
1644 return op; 1435 return op;
1645} 1436}
1646 1437
1647/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1650 */ 1441 */
1651void 1442void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1444{
1654 object * 1445 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1446
1659 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1660 1448
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1451 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1452
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1454
1672 tmp1->x = op->x; 1455 tmp1->x = op->x;
1673 tmp1->y = op->y; 1456 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1675} 1464}
1676 1465
1677/* 1466/*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1471 * global static errmsg array.
1683 */ 1472 */
1684
1685object * 1473object *
1686get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1687{ 1475{
1688 object * 1476 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1478
1693 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1694 { 1480 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1482 return NULL;
1697 } 1483 }
1698 1484
1699 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1700 1486
1701 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1702 { 1488 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1489 else if (!is_removed)
1708 { 1490 {
1709 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 1513
1732object * 1514object *
1733decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1734{ 1516{
1735 object *tmp; 1517 object *tmp;
1736 player *pl;
1737 1518
1738 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1520 return op;
1740 1521
1741 if (i > op->nrof) 1522 if (i > op->nrof)
1742 i = op->nrof; 1523 i = op->nrof;
1743 1524
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1526 op->nrof -= i;
1746 else if (op->env != NULL) 1527 else if (op->env)
1747 { 1528 {
1748 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1749 * therein? 1530 * therein?
1750 */ 1531 */
1751 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1537 * and then searching the map for a player.
1757 */ 1538 */
1758 if (!tmp) 1539 if (!tmp)
1759 { 1540 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1762 break; 1544 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1545 }
1768 1546
1769 if (i < op->nrof) 1547 if (i < op->nrof)
1770 { 1548 {
1771 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1550 op->nrof -= i;
1773 if (tmp) 1551 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1776 }
1777 } 1553 }
1778 else 1554 else
1779 { 1555 {
1780 remove_ob (op); 1556 op->remove ();
1781 op->nrof = 0; 1557 op->nrof = 0;
1782 if (tmp) 1558 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1560 }
1787 } 1561 }
1788 else 1562 else
1789 { 1563 {
1790 object *above = op->above; 1564 object *above = op->above;
1791 1565
1792 if (i < op->nrof) 1566 if (i < op->nrof)
1793 op->nrof -= i; 1567 op->nrof -= i;
1794 else 1568 else
1795 { 1569 {
1796 remove_ob (op); 1570 op->remove ();
1797 op->nrof = 0; 1571 op->nrof = 0;
1798 } 1572 }
1799 1573
1800 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1803 { 1577 {
1804 if (op->nrof) 1578 if (op->nrof)
1805 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1806 else 1580 else
1810 1584
1811 if (op->nrof) 1585 if (op->nrof)
1812 return op; 1586 return op;
1813 else 1587 else
1814 { 1588 {
1815 free_object (op); 1589 op->destroy ();
1816 return NULL; 1590 return 0;
1817 } 1591 }
1818} 1592}
1819 1593
1820/* 1594/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1607 op->carrying += weight;
1834 op = op->env; 1608 op = op->env;
1835 } 1609 }
1836} 1610}
1837 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1838/* 1632/*
1839 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1840 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1841 * inside the object environment. 1635 * inside the object environment.
1842 * 1636 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1850 */ 1639 */
1851 1640
1852object * 1641object *
1853insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1854{ 1643{
1855 object * 1644 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1645
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1647 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1648
1879 if (op->more) 1649 if (op->more)
1880 { 1650 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1652 return op;
1884 1654
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1657 if (op->nrof)
1888 { 1658 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1891 { 1661 {
1892 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1663 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1897 */ 1667 */
1898 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1901 op = tmp; 1671 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1674 break;
1905 } 1675 }
1906 1676
1907 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1681 * the linking below
1912 */ 1682 */
1913 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1914 } 1684 }
1915 else 1685 else
1916 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1917 1687
1918 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1691 otmp->update_stats ();
1923 }
1924 1692
1925 op->map = NULL; 1693 op->map = 0;
1926 op->env = where; 1694 op->env = this;
1927 op->above = NULL; 1695 op->above = 0;
1928 op->below = NULL; 1696 op->below = 0;
1929 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1930 1698
1931 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1933 { 1701 {
1934#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1939 } 1707 }
1940 1708
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1710 * It sure simplifies this function...
1943 */ 1711 */
1944 if (where->inv == NULL) 1712 if (!inv)
1945 where->inv = op; 1713 inv = op;
1946 else 1714 else
1947 { 1715 {
1948 op->below = where->inv; 1716 op->below = inv;
1949 op->below->above = op; 1717 op->below->above = op;
1950 where->inv = op; 1718 inv = op;
1951 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1952 return op; 1723 return op;
1953} 1724}
1954 1725
1955/* 1726/*
1956 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1970 * 1741 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top. 1744 * on top.
1974 */ 1745 */
1975
1976int 1746int
1977check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1978{ 1748{
1979 object * 1749 object *tmp;
1980 tmp; 1750 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1987 1752
1988 MoveType 1753 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1754
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1756 return 0;
1995
1996 tag = op->count;
1997 1757
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1761
2017 1777
2018 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2020 */ 1780 */
2021 1781
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2023 { 1783 {
2024 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1786 * we don't need to check all of them.
2027 */ 1787 */
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1824 {
2065 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
2066 1826
2067 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2068 return 1; 1828 return 1;
2069 1829
2070 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2082/* 1842/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2086 */ 1846 */
2087
2088object * 1847object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1849{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1850 if (m == NULL || out_of_map (m, x, y))
2095 { 1851 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1853 return NULL;
2098 } 1854 }
1855
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2100 if (tmp->arch == at) 1857 if (tmp->arch == at)
2101 return tmp; 1858 return tmp;
1859
2102 return NULL; 1860 return NULL;
2103} 1861}
2104 1862
2105/* 1863/*
2106 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2109 */ 1867 */
2110
2111object * 1868object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2113{ 1870{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2118 { 1872 {
2119 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1874 return NULL;
2121 } 1875 }
1876
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123 if (tmp->type == type) 1878 if (tmp->type == type)
2124 return tmp; 1879 return tmp;
1880
2125 return NULL; 1881 return NULL;
2126} 1882}
2127 1883
2128/* 1884/*
2129 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2132 */ 1888 */
2133
2134object * 1889object *
2135present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2136{ 1891{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1893 if (tmp->type == type)
2142 return tmp; 1894 return tmp;
1895
2143 return NULL; 1896 return NULL;
2144} 1897}
2145 1898
2146/* 1899/*
2147 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1911 * to be unique.
2159 */ 1912 */
2160
2161object * 1913object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1915{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1918 return tmp;
2171 } 1919
2172 return NULL; 1920 return 0;
2173} 1921}
2174 1922
2175/* 1923/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2179 */ 1927 */
2180
2181object * 1928object *
2182present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2183{ 1930{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1932 if (tmp->arch == at)
2189 return tmp; 1933 return tmp;
1934
2190 return NULL; 1935 return NULL;
2191} 1936}
2192 1937
2193/* 1938/*
2194 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2195 */ 1940 */
2196void 1941void
2197flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2198{ 1943{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1944 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1946 {
2205 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2207 } 1949 }
2208} /* 1950}
1951
1952/*
2209 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2210 */ 1954 */
2211void 1955void
2212unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2213{ 1957{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1958 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1960 {
2220 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2222 } 1963 }
2223} 1964}
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2230 */ 1971 */
2231
2232void 1972void
2233set_cheat (object *op) 1973set_cheat (object *op)
2234{ 1974{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 1998 * customized, changed states, etc.
2259 */ 1999 */
2260
2261int 2000int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 2002{
2264 int
2265 i,
2266 index = 0, flag; 2003 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2269 2005
2270 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2271 { 2007 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 2009 if (!flag)
2274 altern[index++] = i; 2010 altern [index++] = i;
2275 2011
2276 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2283 */ 2019 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 2021 stop = maxfree[i];
2286 } 2022 }
2023
2287 if (!index) 2024 if (!index)
2288 return -1; 2025 return -1;
2026
2289 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2290} 2028}
2291 2029
2292/* 2030/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2035 */
2298
2299int 2036int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2038{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2041 return i;
2309 } 2042
2310 return -1; 2043 return -1;
2311} 2044}
2312 2045
2313/* 2046/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2050 */
2317static void 2051static void
2318permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2319{ 2053{
2320 int 2054 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2055 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2056
2331 tmp = arr[i]; 2057 while (--end)
2332 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2059}
2336 2060
2337/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2067 */
2344void 2068void
2345get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2346{ 2070{
2347 int 2071 int i;
2348 i;
2349 2072
2350 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2074 search_arr[i] = i;
2353 }
2354 2075
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2079}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2091 * there is capable of.
2371 */ 2092 */
2372
2373int 2093int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2095{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2379 2097
2380 sint16 nx, ny; 2098 sint16 nx, ny;
2381 object * 2099 object *tmp;
2382 tmp; 2100 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2101
2386 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2387 2103
2388 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2389 { 2105 {
2401 mp = m; 2117 mp = m;
2402 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2404 2120
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2406 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2124 max = maxfree[i];
2409 }
2410 else 2125 else
2411 { 2126 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2413 2130
2414 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2132 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2419 { 2134 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2138 break;
2425 } 2139
2426 }
2427 if (tmp) 2140 if (tmp)
2428 {
2429 return freedir[i]; 2141 return freedir[i];
2430 }
2431 } 2142 }
2432 } 2143 }
2433 } 2144 }
2145
2434 return 0; 2146 return 0;
2435} 2147}
2436 2148
2437/* 2149/*
2438 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2151 * distance between the two given objects.
2440 */ 2152 */
2441
2442int 2153int
2443distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2444{ 2155{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2157}
2451 2158
2452/* 2159/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2456 */ 2163 */
2457
2458int 2164int
2459find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2460{ 2166{
2461 int 2167 int q;
2462 q;
2463 2168
2464 if (y) 2169 if (y)
2465 q = x * 100 / y; 2170 q = x * 100 / y;
2466 else if (x) 2171 else if (x)
2467 q = -300 * x; 2172 q = -300 * x;
2502int 2207int
2503absdir (int d) 2208absdir (int d)
2504{ 2209{
2505 while (d < 1) 2210 while (d < 1)
2506 d += 8; 2211 d += 8;
2212
2507 while (d > 8) 2213 while (d > 8)
2508 d -= 8; 2214 d -= 8;
2215
2509 return d; 2216 return d;
2510} 2217}
2511 2218
2512/* 2219/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2222 */
2516 2223
2517int 2224int
2518dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2519{ 2226{
2520 int 2227 int d;
2521 d;
2522 2228
2523 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2524 if (d > 4) 2230 if (d > 4)
2525 d = 8 - d; 2231 d = 8 - d;
2232
2526 return d; 2233 return d;
2527} 2234}
2528 2235
2529/* peterm: 2236/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2243 * functions.
2537 */ 2244 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2300 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2597 */ 2302 */
2598
2599
2600int 2303int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2305{
2603 sint16 dx, dy; 2306 sint16 dx, dy;
2604 int
2605 mflags; 2307 int mflags;
2606 2308
2607 if (dir < 0) 2309 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2609 2311
2610 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2623 return 0; 2325 return 0;
2624 2326
2625 /* yes, can see. */ 2327 /* yes, can see. */
2626 if (dir < 9) 2328 if (dir < 9)
2627 return 1; 2329 return 1;
2330
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2334}
2631
2632
2633 2335
2634/* 2336/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2353}
2652 2354
2653
2654/* 2355/*
2655 * create clone from object to another 2356 * create clone from object to another
2656 */ 2357 */
2657object * 2358object *
2658object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2659{ 2360{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2362
2663 if (!asrc) 2363 if (!asrc)
2664 return NULL; 2364 return 0;
2365
2665 src = asrc; 2366 src = asrc;
2666 if (src->head) 2367 if (src->head)
2667 src = src->head; 2368 src = src->head;
2668 2369
2669 prev = NULL; 2370 prev = 0;
2670 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2671 { 2372 {
2672 tmp = get_object (); 2373 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2374 tmp->x -= src->x;
2675 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2676 if (!part->head) 2377 if (!part->head)
2677 { 2378 {
2678 dst = tmp; 2379 dst = tmp;
2679 tmp->head = NULL; 2380 tmp->head = 0;
2680 } 2381 }
2681 else 2382 else
2682 {
2683 tmp->head = dst; 2383 tmp->head = dst;
2684 } 2384
2685 tmp->more = NULL; 2385 tmp->more = 0;
2386
2686 if (prev) 2387 if (prev)
2687 prev->more = tmp; 2388 prev->more = tmp;
2389
2688 prev = tmp; 2390 prev = tmp;
2689 } 2391 }
2690 2392
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2395
2697 return dst; 2396 return dst;
2698} 2397}
2699 2398
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2720
2721object * 2405object *
2722load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2723{ 2407{
2724 object * 2408 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2728 2410
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2412
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2733 2414
2734 if (tempfile == NULL) 2415 if (tempfile == NULL)
2735 { 2416 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2418 return NULL;
2738 } 2419 }
2739 2420
2740 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2422 fclose (tempfile);
2742 2423
2743 op = get_object (); 2424 op = object::create ();
2744 2425
2745 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2746 2427
2747 if (thawer) 2428 if (thawer)
2748 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2439 * returns NULL if no match.
2759 */ 2440 */
2760object * 2441object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2443{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2446 return tmp;
2769 2447
2770 return NULL; 2448 return 0;
2771} 2449}
2772 2450
2773/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2452 * otherwise return NULL.
2775 * 2453 *
2777 * do the desired thing. 2455 * do the desired thing.
2778 */ 2456 */
2779key_value * 2457key_value *
2780get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2781{ 2459{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2461 if (link->key == key)
2788 {
2789 return link; 2462 return link;
2790 }
2791 }
2792 2463
2793 return NULL; 2464 return 0;
2794} 2465}
2795 2466
2796/* 2467/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2469 *
2838 * Returns TRUE on success. 2509 * Returns TRUE on success.
2839 */ 2510 */
2840int 2511int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2513{
2843 key_value *
2844 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2845 2515
2846 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2517 {
2848 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2849 { 2519 {
2877 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2878 2548
2879 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2880 2550
2881 if (!add_key) 2551 if (!add_key)
2882 {
2883 return FALSE; 2552 return FALSE;
2884 } 2553
2885 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2889 * should pass in "" 2558 * should pass in ""
2938 } 2607 }
2939 else 2608 else
2940 item = item->env; 2609 item = item->env;
2941} 2610}
2942 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2943// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2944const char * 2642const char *
2945object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2946{ 2644{
2645 char flagdesc[512];
2947 char info2[256 * 3]; 2646 char info2[256 * 4];
2948 char *p = info; 2647 char *p = info;
2949 2648
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2951 count, 2650 count, uuid.seq,
2952 &name, 2651 &name,
2953 title ? " " : "", 2652 title ? "\",title:" : "",
2954 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2955 2655
2956 if (env) 2656 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2658
2959 if (map) 2659 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2661
2962 return info; 2662 return info;
2963} 2663}
2964 2664
2965const char * 2665const char *
2966object::debug_desc () const 2666object::debug_desc () const
2967{ 2667{
2968 static char info[256 * 3]; 2668 static char info[256 * 4];
2969 return debug_desc (info); 2669 return debug_desc (info);
2970} 2670}
2971 2671

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