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Comparing deliantra/server/common/object.C (file contents):
Revision 1.40 by root, Thu Sep 14 00:07:15 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
42 43
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
106 _exit (1); 107 _exit (1);
107 } 108 }
108 109
109 uuid.seq = uid; 110 uuid.seq = uid;
110 write_uuid (); 111 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 113 fclose (fp);
113} 114}
114 115
115UUID 116UUID
116gen_uuid () 117gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
143 */ 144 */
144 145
145 /* For each field in wants, */ 146 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 148 {
148 key_value *has_field; 149 key_value *has_field;
149 150
150 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
185 * 186 *
186 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
189 * 190 *
190 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
200 return 0; 204 return 0;
201 205
202 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 209 * used to store nrof).
208 */ 210 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
262 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 260 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 264 return 0;
269 265
270 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 267 * if it is valid.
272 */ 268 */
281 277
282 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
284 * check? 280 * check?
285 */ 281 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 283 return 0;
288 284
289 switch (ob1->type) 285 switch (ob1->type)
290 { 286 {
291 case SCROLL: 287 case SCROLL:
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
381void 362char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 save_object (freezer, op, 1);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
481 */ 395 */
482 396
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break; 402 return op;
403
491 return op; 404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
575 } 467 }
576 468
577 op->key_values = 0; 469 op->key_values = 0;
578} 470}
579 471
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 472/*
633 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 478 * will point at garbage.
639 */ 479 */
640void 480void
641copy_object (object *op2, object *op) 481object::copy_to (object *dst)
642{ 482{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 485
646 op2->clone (op); 486 *(object_copy *)dst = *this;
647 487
648 if (is_freed) 488 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
650 if (is_removed) 491 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
652 493
653 if (op2->speed < 0) 494 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 496
656 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
657 if (op2->key_values) 498 if (key_values)
658 { 499 {
659 key_value *tail = 0; 500 key_value *tail = 0;
660 key_value *i; 501 key_value *i;
661 502
662 op->key_values = 0; 503 dst->key_values = 0;
663 504
664 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
665 { 506 {
666 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
667 508
668 new_link->next = 0; 509 new_link->next = 0;
669 new_link->key = i->key; 510 new_link->key = i->key;
670 new_link->value = i->value; 511 new_link->value = i->value;
671 512
672 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
673 if (!op->key_values) 514 if (!dst->key_values)
674 { 515 {
675 op->key_values = new_link; 516 dst->key_values = new_link;
676 tail = new_link; 517 tail = new_link;
677 } 518 }
678 else 519 else
679 { 520 {
680 tail->next = new_link; 521 tail->next = new_link;
681 tail = new_link; 522 tail = new_link;
682 } 523 }
683 } 524 }
684 } 525 }
685 526
686 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
687} 536}
688 537
689/* 538/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
693 */ 542 */
694
695void 543void
696update_turn_face (object *op) 544update_turn_face (object *op)
697{ 545{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 547 return;
548
700 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
702} 551}
703 552
704/* 553/*
705 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
708 */ 557 */
709void 558void
710update_ob_speed (object *op) 559object::set_speed (float speed)
711{ 560{
712 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 562 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 564 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 565 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 566
737 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 568
741 if (op->active_next != NULL) 569 if (has_active_speed ())
742 op->active_next->active_prev = op; 570 activate ();
743
744 active_objects = op;
745 }
746 else 571 else
747 { 572 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 573}
771 574
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 575/*
804 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 579 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
811 * 583 *
812 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 585 * current action are:
818 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
823 */ 591 */
824
825void 592void
826update_object (object *op, int action) 593update_object (object *op, int action)
827{ 594{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
830 596
831 if (op == NULL) 597 if (op == NULL)
832 { 598 {
833 /* this should never happen */ 599 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 601 return;
836 } 602 }
837 603
838 if (op->env != NULL) 604 if (op->env)
839 { 605 {
840 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
841 * to do in this case. 607 * to do in this case.
842 */ 608 */
843 return; 609 return;
848 */ 614 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 616 return;
851 617
852 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 620 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 622#ifdef MANY_CORES
857 abort (); 623 abort ();
858#endif 624#endif
859 return; 625 return;
860 } 626 }
861 627
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
869 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
870 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 645 * to have move_allow right now.
894 */ 646 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 649 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 650 }
901 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 653 * that is being removed.
904 */ 654 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 656 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
909 else 659 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 661
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 662 if (op->more)
919 update_object (op->more, action); 663 update_object (op->more, action);
920} 664}
921 665
922static unordered_vector<object *> mortals; 666object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //freed.push_back (*i);//D
933 delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940 667
941object::object () 668object::object ()
942{ 669{
943 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
944 671
945 expmul = 1.0; 672 expmul = 1.0;
946 face = blank_face; 673 face = blank_face;
947 attacked_by_count = -1;
948} 674}
949 675
950object::~object () 676object::~object ()
951{ 677{
952 free_key_values (this); 678 free_key_values (this);
953} 679}
954 680
955void object::link () 681void object::link ()
956{ 682{
957 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
958 685
959 prev = 0; 686 prev = 0;
960 next = objects; 687 next = object::first;
961 688
962 if (objects) 689 if (object::first)
963 objects->prev = this; 690 object::first->prev = this;
964 691
965 objects = this; 692 object::first = this;
966} 693}
967 694
968void object::unlink () 695void object::unlink ()
969{ 696{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects) 697 if (this == object::first)
974 objects = next; 698 object::first = next;
975 699
976 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
980 prev = 0; 704 prev = 0;
981 }
982
983 if (next)
984 {
985 next->prev = prev;
986 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
987 } 839 }
988} 840}
989 841
990object *object::create () 842object *object::create ()
991{ 843{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 844 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 845 op->link ();
1006 return op; 846 return op;
1007} 847}
1008 848
1009/* 849void
1010 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 851{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
1022 return; 862 return;
1023 863
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
1025 remove_friendly_object (this);
1026 865
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
1028 remove_ob (this);
1029 867
1030 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1031 895
1032 if (more) 896 if (more)
1033 { 897 {
1034 more->free (free_inventory); 898 more->destroy ();
1035 more = 0; 899 more = 0;
1036 } 900 }
1037 901
1038 if (inv) 902 // clear those pointers that likely might have circular references to us
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0; 903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
1081 906
1082 /* Remove object from the active list */ 907 // only relevant for players(?), but make sure of it anyways
1083 speed = 0; 908 contr = 0;
1084 update_ob_speed (this); 909}
1085 910
1086 unlink (); 911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
1087 916
1088 mortals.push_back (this); 917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1089} 921}
1090 922
1091/* 923/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1094 */ 926 */
1095
1096void 927void
1097sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1098{ 929{
1099 while (op != NULL) 930 while (op != NULL)
1100 { 931 {
1101 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 934
1105 op->carrying -= weight; 935 op->carrying -= weight;
1106 op = op->env; 936 op = op->env;
1107 } 937 }
1108} 938}
1109 939
1110/* remove_ob(op): 940/* op->remove ():
1111 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 945 * the previous environment.
1116 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1117 */ 947 */
1118
1119void 948void
1120remove_ob (object *op) 949object::remove ()
1121{ 950{
951 object *tmp, *last = 0;
1122 object * 952 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 953
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 955 return;
1141 956
1142 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1143 959
1144 if (op->more != NULL) 960 if (more)
1145 remove_ob (op->more); 961 more->remove ();
1146 962
1147 /* 963 /*
1148 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1149 * inventory. 965 * inventory.
1150 */ 966 */
1151 if (op->env != NULL) 967 if (env)
1152 { 968 {
1153 if (op->nrof) 969 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1155 else 971 else
1156 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1157 973
1158 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 976 * to save cpu time.
1161 */ 977 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 979 otmp->update_stats ();
1164 980
1165 if (op->above != NULL) 981 if (above)
1166 op->above->below = op->below; 982 above->below = below;
1167 else 983 else
1168 op->env->inv = op->below; 984 env->inv = below;
1169 985
1170 if (op->below != NULL) 986 if (below)
1171 op->below->above = op->above; 987 below->above = above;
1172 988
1173 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1176 */ 992 */
1177 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1178 op->map = op->env->map; 994 map = env->map;
1179 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1180 op->env = NULL; 996 env = 0;
1181 } 997 }
1182 else if (op->map) 998 else if (map)
1183 { 999 {
1184 x = op->x; 1000 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 } 1001 {
1198 1002 --map->players;
1199 if (op->map != m) 1003 map->touch ();
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */ 1004 }
1005
1006 map->dirty = true;
1206 1007
1207 /* link the object above us */ 1008 /* link the object above us */
1208 if (op->above) 1009 if (above)
1209 op->above->below = op->below; 1010 above->below = below;
1210 else 1011 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1212 1013
1213 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1214 if (op->below) 1015 if (below)
1215 op->below->above = op->above; 1016 below->above = above;
1216 else 1017 else
1217 { 1018 {
1218 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1021 * evident
1221 */ 1022 */
1222 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1223 { 1024 {
1224 dump_object (op); 1025 char *dump = dump_object (this);
1225 LOG (llevError, 1026 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1028 free (dump);
1227 dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1228 LOG (llevError, "%s\n", errmsg); 1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1229 } 1032 }
1230 1033
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1232 } 1035 }
1233 1036
1234 op->above = 0; 1037 above = 0;
1235 op->below = 0; 1038 below = 0;
1236 1039
1237 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1238 return; 1041 return;
1239 1042
1240 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1044
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1244 { 1046 {
1245 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1246 * being removed. 1048 * being removed.
1247 */ 1049 */
1248 1050
1249 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1250 { 1052 {
1251 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1253 * appropriately. 1055 * appropriately.
1254 */ 1056 */
1255 if (tmp->container == op) 1057 if (tmp->container == this)
1256 { 1058 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1060 tmp->container = 0;
1259 } 1061 }
1260 1062
1261 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1262 } 1065 }
1263 1066
1264 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1071 {
1267 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1268 1073
1269 if (was_destroyed (op, tag)) 1074 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1076 }
1274 1077
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1278 tmp->above = NULL; 1081 tmp->above = 0;
1279 1082
1280 last = tmp; 1083 last = tmp;
1281 } 1084 }
1282 1085
1283 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1088 if (!last)
1285 { 1089 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1090 else
1295 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1296 1092
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1299 } 1095 }
1300} 1096}
1301 1097
1302/* 1098/*
1303 * merge_ob(op,top): 1099 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1312{ 1108{
1313 if (!op->nrof) 1109 if (!op->nrof)
1314 return 0; 1110 return 0;
1315 1111
1316 if (top == NULL) 1112 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1318 1115
1319 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1320 { 1117 {
1321 if (top == op) 1118 if (top == op)
1322 continue; 1119 continue;
1323 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1324 { 1122 {
1325 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1326 1124
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1127 op->destroy ();
1330 free_object (op);
1331 return top; 1128 return top;
1332 } 1129 }
1333 } 1130 }
1334 1131
1335 return NULL; 1132 return 0;
1336} 1133}
1337 1134
1338/* 1135/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1340 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1341 */ 1138 */
1342object * 1139object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1141{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1143 {
1352 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1354 } 1146 }
1355 1147
1374 * Return value: 1166 * Return value:
1375 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1169 * just 'op' otherwise
1378 */ 1170 */
1379
1380object * 1171object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1173{
1383 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1384 sint16 x, y; 1175 sint16 x, y;
1385 1176
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1387 { 1178 {
1388 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL; 1180 return NULL;
1390 } 1181 }
1391 1182
1392 if (m == NULL) 1183 if (!m)
1393 { 1184 {
1394 dump_object (op); 1185 char *dump = dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1396 return op; 1188 return op;
1397 } 1189 }
1398 1190
1399 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1400 { 1192 {
1401 dump_object (op); 1193 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1195#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1198 * improperly inserted.
1407 */ 1199 */
1408 abort (); 1200 abort ();
1409#endif 1201#endif
1202 free (dump);
1410 return op; 1203 return op;
1411 } 1204 }
1412 1205
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 { 1207 {
1415 dump_object (op); 1208 char *dump = dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1417 return op; 1211 return op;
1418 } 1212 }
1419 1213
1420 if (op->more != NULL) 1214 if (op->more)
1421 { 1215 {
1422 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1423 1217
1424 object *more = op->more; 1218 object *more = op->more;
1425 1219
1426 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1427 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1430 */ 1224 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map) 1227 else if (!more->map)
1434 { 1228 {
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 { 1236 {
1443 if (!op->head) 1237 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1239
1446 return NULL; 1240 return 0;
1447 } 1241 }
1448 } 1242 }
1449 1243
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1245
1458 y = op->y; 1252 y = op->y;
1459 1253
1460 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1461 */ 1255 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1465 { 1259 {
1466 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1261 tmp->destroy ();
1468 free_object (tmp);
1469 } 1262 }
1470 1263
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1266
1486 op->below = originator->below; 1279 op->below = originator->below;
1487 1280
1488 if (op->below) 1281 if (op->below)
1489 op->below->above = op; 1282 op->below->above = op;
1490 else 1283 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1492 1285
1493 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1494 originator->below = op; 1287 originator->below = op;
1495 } 1288 }
1496 else 1289 else
1497 { 1290 {
1498 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 { 1293 {
1501 object *last = NULL; 1294 object *last = 0;
1502 1295
1503 /* 1296 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1514 */ 1307 */
1515
1516 while (top != NULL) 1308 while (top)
1517 { 1309 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1311 floor = top;
1520 1312
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1336 * stacking is a bit odd.
1545 */ 1337 */
1546 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 { 1340 {
1549 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1343 break;
1552 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575 1367
1576 if (op->above) 1368 if (op->above)
1577 op->above->below = op; 1369 op->above->below = op;
1578 1370
1579 op->below = NULL; 1371 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1581 } 1373 }
1582 else 1374 else
1583 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1584 op->above = top->above; 1376 op->above = top->above;
1585 1377
1588 1380
1589 op->below = top; 1381 op->below = top;
1590 top->above = op; 1382 top->above = op;
1591 } 1383 }
1592 1384
1593 if (op->above == NULL) 1385 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1596 1388
1597 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1598 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1599 1397
1600 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1602 */ 1400 */
1603 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1605 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1607 1405
1608 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1413 * of effect may be sufficient.
1616 */ 1414 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1619 1417
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1622 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1623 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1625 * 1425 *
1626 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1429 * update_object().
1631 1431
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1434 {
1635 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1636 return NULL; 1436 return 0;
1637 1437
1638 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1439 * walk on's.
1640 */ 1440 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1643 return NULL; 1443 return 0;
1644 } 1444 }
1645 1445
1646 return op; 1446 return op;
1647} 1447}
1648 1448
1649/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1652 */ 1452 */
1653void 1453void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1455{
1656 object * 1456 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1457
1661 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1662 1459
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1462 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1463
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1465
1674 tmp1->x = op->x; 1466 tmp1->x = op->x;
1675 tmp1->y = op->y; 1467 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1677} 1475}
1678 1476
1679/* 1477/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1482 * global static errmsg array.
1685 */ 1483 */
1686
1687object * 1484object *
1688get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1689{ 1486{
1690 object * 1487 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1489
1695 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1696 { 1491 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1493 return NULL;
1699 } 1494 }
1700 1495
1701 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1702 1497
1703 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1704 { 1499 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1500 else if (!is_removed)
1710 { 1501 {
1711 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1733 1524
1734object * 1525object *
1735decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1736{ 1527{
1737 object *tmp; 1528 object *tmp;
1738 player *pl;
1739 1529
1740 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1531 return op;
1742 1532
1743 if (i > op->nrof) 1533 if (i > op->nrof)
1744 i = op->nrof; 1534 i = op->nrof;
1745 1535
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1537 op->nrof -= i;
1748 else if (op->env != NULL) 1538 else if (op->env)
1749 { 1539 {
1750 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1751 * therein? 1541 * therein?
1752 */ 1542 */
1753 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1548 * and then searching the map for a player.
1759 */ 1549 */
1760 if (!tmp) 1550 if (!tmp)
1761 { 1551 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1764 break; 1555 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1556 }
1770 1557
1771 if (i < op->nrof) 1558 if (i < op->nrof)
1772 { 1559 {
1773 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1561 op->nrof -= i;
1775 if (tmp) 1562 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1778 }
1779 } 1564 }
1780 else 1565 else
1781 { 1566 {
1782 remove_ob (op); 1567 op->remove ();
1783 op->nrof = 0; 1568 op->nrof = 0;
1784 if (tmp) 1569 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1571 }
1789 } 1572 }
1790 else 1573 else
1791 { 1574 {
1792 object *above = op->above; 1575 object *above = op->above;
1793 1576
1794 if (i < op->nrof) 1577 if (i < op->nrof)
1795 op->nrof -= i; 1578 op->nrof -= i;
1796 else 1579 else
1797 { 1580 {
1798 remove_ob (op); 1581 op->remove ();
1799 op->nrof = 0; 1582 op->nrof = 0;
1800 } 1583 }
1801 1584
1802 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1805 { 1588 {
1806 if (op->nrof) 1589 if (op->nrof)
1807 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1808 else 1591 else
1812 1595
1813 if (op->nrof) 1596 if (op->nrof)
1814 return op; 1597 return op;
1815 else 1598 else
1816 { 1599 {
1817 free_object (op); 1600 op->destroy ();
1818 return NULL; 1601 return 0;
1819 } 1602 }
1820} 1603}
1821 1604
1822/* 1605/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1835 op->carrying += weight; 1618 op->carrying += weight;
1836 op = op->env; 1619 op = op->env;
1837 } 1620 }
1838} 1621}
1839 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1840/* 1643/*
1841 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1842 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1843 * inside the object environment. 1646 * inside the object environment.
1844 * 1647 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1852 */ 1650 */
1853 1651
1854object * 1652object *
1855insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1856{ 1654{
1857 object * 1655 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1656
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1658 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1659
1881 if (op->more) 1660 if (op->more)
1882 { 1661 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1663 return op;
1886 1665
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1668 if (op->nrof)
1890 { 1669 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1893 { 1672 {
1894 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1674 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1899 */ 1678 */
1900 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1903 op = tmp; 1682 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1685 break;
1907 } 1686 }
1908 1687
1909 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1692 * the linking below
1914 */ 1693 */
1915 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1916 } 1695 }
1917 else 1696 else
1918 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1919 1698
1920 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1702 otmp->update_stats ();
1925 }
1926 1703
1927 op->map = NULL; 1704 op->map = 0;
1928 op->env = where; 1705 op->env = this;
1929 op->above = NULL; 1706 op->above = 0;
1930 op->below = NULL; 1707 op->below = 0;
1931 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1932 1709
1933 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1935 { 1712 {
1936#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1941 } 1718 }
1942 1719
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1721 * It sure simplifies this function...
1945 */ 1722 */
1946 if (where->inv == NULL) 1723 if (!inv)
1947 where->inv = op; 1724 inv = op;
1948 else 1725 else
1949 { 1726 {
1950 op->below = where->inv; 1727 op->below = inv;
1951 op->below->above = op; 1728 op->below->above = op;
1952 where->inv = op; 1729 inv = op;
1953 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1954 return op; 1734 return op;
1955} 1735}
1956 1736
1957/* 1737/*
1958 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1972 * 1752 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1755 * on top.
1976 */ 1756 */
1977
1978int 1757int
1979check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1980{ 1759{
1981 object * 1760 object *tmp;
1982 tmp; 1761 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1989 1763
1990 MoveType 1764 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1765
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1767 return 0;
1997
1998 tag = op->count;
1999 1768
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1772
2019 1788
2020 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2022 */ 1791 */
2023 1792
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1794 {
2026 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1797 * we don't need to check all of them.
2029 */ 1798 */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1835 {
2067 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
2068 1837
2069 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2070 return 1; 1839 return 1;
2071 1840
2072 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2084/* 1853/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2088 */ 1857 */
2089
2090object * 1858object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1860{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2097 { 1862 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1864 return NULL;
2100 } 1865 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1868 if (tmp->arch == at)
2103 return tmp; 1869 return tmp;
1870
2104 return NULL; 1871 return NULL;
2105} 1872}
2106 1873
2107/* 1874/*
2108 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2111 */ 1878 */
2112
2113object * 1879object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2115{ 1881{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2120 { 1883 {
2121 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1885 return NULL;
2123 } 1886 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1889 if (tmp->type == type)
2126 return tmp; 1890 return tmp;
1891
2127 return NULL; 1892 return NULL;
2128} 1893}
2129 1894
2130/* 1895/*
2131 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2134 */ 1899 */
2135
2136object * 1900object *
2137present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2138{ 1902{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1904 if (tmp->type == type)
2144 return tmp; 1905 return tmp;
1906
2145 return NULL; 1907 return NULL;
2146} 1908}
2147 1909
2148/* 1910/*
2149 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1922 * to be unique.
2161 */ 1923 */
2162
2163object * 1924object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1926{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1929 return tmp;
2173 } 1930
2174 return NULL; 1931 return 0;
2175} 1932}
2176 1933
2177/* 1934/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2181 */ 1938 */
2182
2183object * 1939object *
2184present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2185{ 1941{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1943 if (tmp->arch == at)
2191 return tmp; 1944 return tmp;
1945
2192 return NULL; 1946 return NULL;
2193} 1947}
2194 1948
2195/* 1949/*
2196 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2197 */ 1951 */
2198void 1952void
2199flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2200{ 1954{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1955 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1957 {
2207 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2209 } 1960 }
2210} /* 1961}
1962
1963/*
2211 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2212 */ 1965 */
2213void 1966void
2214unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2215{ 1968{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1969 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1971 {
2222 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2224 } 1974 }
2225} 1975}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2232 */ 1982 */
2233
2234void 1983void
2235set_cheat (object *op) 1984set_cheat (object *op)
2236{ 1985{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 2009 * customized, changed states, etc.
2261 */ 2010 */
2262
2263int 2011int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 2013{
2266 int
2267 i,
2268 index = 0, flag; 2014 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2271 2016
2272 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2273 { 2018 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 2020 if (!flag)
2276 altern[index++] = i; 2021 altern [index++] = i;
2277 2022
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2285 */ 2030 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 2032 stop = maxfree[i];
2288 } 2033 }
2034
2289 if (!index) 2035 if (!index)
2290 return -1; 2036 return -1;
2037
2291 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2292} 2039}
2293 2040
2294/* 2041/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2046 */
2300
2301int 2047int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2049{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2052 return i;
2311 } 2053
2312 return -1; 2054 return -1;
2313} 2055}
2314 2056
2315/* 2057/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2061 */
2319static void 2062static void
2320permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2321{ 2064{
2322 int 2065 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2066 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2067
2333 tmp = arr[i]; 2068 while (--end)
2334 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2070}
2338 2071
2339/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2078 */
2346void 2079void
2347get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2348{ 2081{
2349 int 2082 int i;
2350 i;
2351 2083
2352 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2085 search_arr[i] = i;
2355 }
2356 2086
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2090}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2102 * there is capable of.
2373 */ 2103 */
2374
2375int 2104int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2106{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2381 2108
2382 sint16 nx, ny; 2109 sint16 nx, ny;
2383 object * 2110 object *tmp;
2384 tmp; 2111 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2112
2388 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2389 2114
2390 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2391 { 2116 {
2403 mp = m; 2128 mp = m;
2404 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2406 2131
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2408 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2135 max = maxfree[i];
2411 }
2412 else 2136 else
2413 { 2137 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2415 2141
2416 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2143 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2421 { 2145 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2149 break;
2427 } 2150
2428 }
2429 if (tmp) 2151 if (tmp)
2430 {
2431 return freedir[i]; 2152 return freedir[i];
2432 }
2433 } 2153 }
2434 } 2154 }
2435 } 2155 }
2156
2436 return 0; 2157 return 0;
2437} 2158}
2438 2159
2439/* 2160/*
2440 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2162 * distance between the two given objects.
2442 */ 2163 */
2443
2444int 2164int
2445distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2446{ 2166{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2168}
2453 2169
2454/* 2170/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2458 */ 2174 */
2459
2460int 2175int
2461find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2462{ 2177{
2463 int 2178 int q;
2464 q;
2465 2179
2466 if (y) 2180 if (y)
2467 q = x * 100 / y; 2181 q = x * 100 / y;
2468 else if (x) 2182 else if (x)
2469 q = -300 * x; 2183 q = -300 * x;
2504int 2218int
2505absdir (int d) 2219absdir (int d)
2506{ 2220{
2507 while (d < 1) 2221 while (d < 1)
2508 d += 8; 2222 d += 8;
2223
2509 while (d > 8) 2224 while (d > 8)
2510 d -= 8; 2225 d -= 8;
2226
2511 return d; 2227 return d;
2512} 2228}
2513 2229
2514/* 2230/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2517 */ 2233 */
2518 2234
2519int 2235int
2520dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2521{ 2237{
2522 int 2238 int d;
2523 d;
2524 2239
2525 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2526 if (d > 4) 2241 if (d > 4)
2527 d = 8 - d; 2242 d = 8 - d;
2243
2528 return d; 2244 return d;
2529} 2245}
2530 2246
2531/* peterm: 2247/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2254 * functions.
2539 */ 2255 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2311 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2599 */ 2313 */
2600
2601
2602int 2314int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2316{
2605 sint16 dx, dy; 2317 sint16 dx, dy;
2606 int
2607 mflags; 2318 int mflags;
2608 2319
2609 if (dir < 0) 2320 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2611 2322
2612 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2625 return 0; 2336 return 0;
2626 2337
2627 /* yes, can see. */ 2338 /* yes, can see. */
2628 if (dir < 9) 2339 if (dir < 9)
2629 return 1; 2340 return 1;
2341
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2345}
2633
2634
2635 2346
2636/* 2347/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2364}
2654 2365
2655
2656/* 2366/*
2657 * create clone from object to another 2367 * create clone from object to another
2658 */ 2368 */
2659object * 2369object *
2660object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2661{ 2371{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2373
2665 if (!asrc) 2374 if (!asrc)
2666 return NULL; 2375 return 0;
2376
2667 src = asrc; 2377 src = asrc;
2668 if (src->head) 2378 if (src->head)
2669 src = src->head; 2379 src = src->head;
2670 2380
2671 prev = NULL; 2381 prev = 0;
2672 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2673 { 2383 {
2674 tmp = get_object (); 2384 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2385 tmp->x -= src->x;
2677 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2678 if (!part->head) 2388 if (!part->head)
2679 { 2389 {
2680 dst = tmp; 2390 dst = tmp;
2681 tmp->head = NULL; 2391 tmp->head = 0;
2682 } 2392 }
2683 else 2393 else
2684 {
2685 tmp->head = dst; 2394 tmp->head = dst;
2686 } 2395
2687 tmp->more = NULL; 2396 tmp->more = 0;
2397
2688 if (prev) 2398 if (prev)
2689 prev->more = tmp; 2399 prev->more = tmp;
2400
2690 prev = tmp; 2401 prev = tmp;
2691 } 2402 }
2692 2403
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2406
2699 return dst; 2407 return dst;
2700} 2408}
2701 2409
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2416object *
2724load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2725{ 2418{
2726 object * 2419 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2730 2421
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2423
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2735 2425
2736 if (tempfile == NULL) 2426 if (tempfile == NULL)
2737 { 2427 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2429 return NULL;
2740 }; 2430 }
2431
2741 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2433 fclose (tempfile);
2743 2434
2744 op = get_object (); 2435 op = object::create ();
2745 2436
2746 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2747 2438
2748 if (thawer) 2439 if (thawer)
2749 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2759 * returns NULL if no match. 2450 * returns NULL if no match.
2760 */ 2451 */
2761object * 2452object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2454{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2457 return tmp;
2770 2458
2771 return NULL; 2459 return 0;
2772} 2460}
2773 2461
2774/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2463 * otherwise return NULL.
2776 * 2464 *
2778 * do the desired thing. 2466 * do the desired thing.
2779 */ 2467 */
2780key_value * 2468key_value *
2781get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2782{ 2470{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2472 if (link->key == key)
2789 {
2790 return link; 2473 return link;
2791 }
2792 }
2793 2474
2794 return NULL; 2475 return 0;
2795} 2476}
2796 2477
2797/* 2478/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2480 *
2839 * Returns TRUE on success. 2520 * Returns TRUE on success.
2840 */ 2521 */
2841int 2522int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2524{
2844 key_value *
2845 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2846 2526
2847 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2528 {
2849 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2850 { 2530 {
2878 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2879 2559
2880 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2881 2561
2882 if (!add_key) 2562 if (!add_key)
2883 {
2884 return FALSE; 2563 return FALSE;
2885 } 2564
2886 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2890 * should pass in "" 2569 * should pass in ""
2939 } 2618 }
2940 else 2619 else
2941 item = item->env; 2620 item = item->env;
2942} 2621}
2943 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2944// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2945const char * 2653const char *
2946object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2947{ 2655{
2656 char flagdesc[512];
2948 char info2[256 * 3]; 2657 char info2[256 * 4];
2949 char *p = info; 2658 char *p = info;
2950 2659
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2952 count, 2661 count, uuid.seq,
2953 &name, 2662 &name,
2954 title ? " " : "", 2663 title ? "\",title:" : "",
2955 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2956 2666
2957 if (env) 2667 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2669
2960 if (map) 2670 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2672
2963 return info; 2673 return info;
2964} 2674}
2965 2675
2966const char * 2676const char *
2967object::debug_desc () const 2677object::debug_desc () const
2968{ 2678{
2969 static char info[256 * 3]; 2679 static char info[256 * 4];
2970 return debug_desc (info); 2680 return debug_desc (info);
2971} 2681}
2972 2682

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