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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 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 */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
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, 45short 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 46 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}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 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 228 || 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) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
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) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 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} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
512 422
513void 423void
514free_all_object_data () 424free_all_object_data ()
515{ 425{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 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} 427}
539 428
540/* 429/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 431 * skill and experience objects.
575 } 464 }
576 465
577 op->key_values = 0; 466 op->key_values = 0;
578} 467}
579 468
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/* 469/*
633 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 475 * will point at garbage.
639 */ 476 */
640void 477void
641copy_object (object *op2, object *op) 478object::copy_to (object *dst)
642{ 479{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 482
646 op2->clone (op); 483 *(object_copy *)dst = *this;
647 484
648 if (is_freed) 485 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
650 if (is_removed) 488 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
652 490
653 if (op2->speed < 0) 491 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 493
656 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
657 if (op2->key_values) 495 if (key_values)
658 { 496 {
659 key_value *tail = 0; 497 key_value *tail = 0;
660 key_value *i; 498 key_value *i;
661 499
662 op->key_values = 0; 500 dst->key_values = 0;
663 501
664 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
665 { 503 {
666 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
667 505
668 new_link->next = 0; 506 new_link->next = 0;
669 new_link->key = i->key; 507 new_link->key = i->key;
670 new_link->value = i->value; 508 new_link->value = i->value;
671 509
672 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
673 if (!op->key_values) 511 if (!dst->key_values)
674 { 512 {
675 op->key_values = new_link; 513 dst->key_values = new_link;
676 tail = new_link; 514 tail = new_link;
677 } 515 }
678 else 516 else
679 { 517 {
680 tail->next = new_link; 518 tail->next = new_link;
681 tail = new_link; 519 tail = new_link;
682 } 520 }
683 } 521 }
684 } 522 }
685 523
686 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
687} 533}
688 534
689/* 535/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
693 */ 539 */
694
695void 540void
696update_turn_face (object *op) 541update_turn_face (object *op)
697{ 542{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 544 return;
545
700 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
702} 548}
703 549
704/* 550/*
705 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
708 */ 554 */
709void 555void
710update_ob_speed (object *op) 556object::set_speed (float speed)
711{ 557{
712 extern int arch_init; 558 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 { 559 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 561 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 562 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 563
737 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 565
741 if (op->active_next != NULL) 566 if (has_active_speed ())
742 op->active_next->active_prev = op; 567 activate ();
743
744 active_objects = op;
745 }
746 else 568 else
747 { 569 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} 570}
771 571
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/* 572/*
804 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 576 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
811 * 580 *
812 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
818 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
823 */ 588 */
824
825void 589void
826update_object (object *op, int action) 590update_object (object *op, int action)
827{ 591{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
830 593
831 if (op == NULL) 594 if (op == NULL)
832 { 595 {
833 /* this should never happen */ 596 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 598 return;
836 } 599 }
837 600
838 if (op->env != NULL) 601 if (op->env)
839 { 602 {
840 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
841 * to do in this case. 604 * to do in this case.
842 */ 605 */
843 return; 606 return;
848 */ 611 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 613 return;
851 614
852 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 617 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 619#ifdef MANY_CORES
857 abort (); 620 abort ();
858#endif 621#endif
859 return; 622 return;
860 } 623 }
861 624
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
868 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
869 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
870 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 642 * to have move_allow right now.
894 */ 643 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 646 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 647 }
901 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 650 * that is being removed.
904 */ 651 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 653 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
909 else 656 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 658
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) 659 if (op->more)
919 update_object (op->more, action); 660 update_object (op->more, action);
920} 661}
921 662
922static unordered_vector<object *> mortals; 663object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940}
941 664
942object::object () 665object::object ()
943{ 666{
944 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
945 668
946 expmul = 1.0; 669 expmul = 1.0;
947 face = blank_face; 670 face = blank_face;
948 attacked_by_count = -1;
949} 671}
950 672
951object::~object () 673object::~object ()
952{ 674{
953 free_key_values (this); 675 free_key_values (this);
954} 676}
955 677
956void object::link () 678void object::link ()
957{ 679{
958 count = ++ob_count;
959 uuid = gen_uuid (); 680 uuid = gen_uuid ();
960 681
961 prev = 0; 682 refcnt_inc ();
962 next = objects; 683 objects.insert (this);
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968} 684}
969 685
970void object::unlink () 686void object::unlink ()
971{ 687{
972 //count = 0;//D 688 objects.erase (this);
973 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
974 691
975 if (this == objects) 692void
976 objects = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
977 698
978 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
979 if (prev) prev->next = next; 700 actives.insert (this);
980 if (next) next->prev = prev; 701}
981 702
982 prev = 0; 703void
983 next = 0; 704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
984} 795}
985 796
986object *object::create () 797object *object::create ()
987{ 798{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 799 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 800 op->link ();
1002 return op; 801 return op;
1003} 802}
1004 803
1005/* 804void
1006 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 806{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
1018 return; 817 return;
1019 818
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 set_speed (0);
1021 remove_friendly_object (this);
1022 820
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 flag [FLAG_FREED] = 1;
1024 remove_ob (this);
1025 822
1026 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
1027 824
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D 825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
1029 850
1030 if (more) 851 if (more)
1031 { 852 {
1032 more->free (free_inventory); 853 more->destroy ();
1033 more = 0; 854 more = 0;
1034 } 855 }
1035 856
1036 if (inv) 857 // clear those pointers that likely might have circular references to us
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0; 858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861}
1079 862
1080 /* Remove object from the active list */ 863void
1081 speed = 0; 864object::destroy (bool destroy_inventory)
1082 update_ob_speed (this); 865{
866 if (destroyed ())
867 return;
1083 868
1084 unlink (); 869 if (destroy_inventory)
870 destroy_inv (false);
1085 871
1086 mortals.push_back (this); 872 attachable::destroy ();
1087} 873}
1088 874
1089/* 875/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1092 */ 878 */
1093
1094void 879void
1095sub_weight (object *op, signed long weight) 880sub_weight (object *op, signed long weight)
1096{ 881{
1097 while (op != NULL) 882 while (op != NULL)
1098 { 883 {
1099 if (op->type == CONTAINER) 884 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 886
1103 op->carrying -= weight; 887 op->carrying -= weight;
1104 op = op->env; 888 op = op->env;
1105 } 889 }
1106} 890}
1107 891
1108/* remove_ob(op): 892/* op->remove ():
1109 * This function removes the object op from the linked list of objects 893 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 894 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 897 * the previous environment.
1114 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1115 */ 899 */
1116
1117void 900void
1118remove_ob (object *op) 901object::remove ()
1119{ 902{
903 object *tmp, *last = 0;
1120 object * 904 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 905
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 907 return;
1139 908
1140 SET_FLAG (op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1141 911
1142 if (op->more != NULL) 912 if (more)
1143 remove_ob (op->more); 913 more->remove ();
1144 914
1145 /* 915 /*
1146 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1147 * inventory. 917 * inventory.
1148 */ 918 */
1149 if (op->env != NULL) 919 if (env)
1150 { 920 {
1151 if (op->nrof) 921 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 922 sub_weight (env, weight * nrof);
1153 else 923 else
1154 sub_weight (op->env, op->weight + op->carrying); 924 sub_weight (env, weight + carrying);
1155 925
1156 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 928 * to save cpu time.
1159 */ 929 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 931 otmp->update_stats ();
1162 932
1163 if (op->above != NULL) 933 if (above)
1164 op->above->below = op->below; 934 above->below = below;
1165 else 935 else
1166 op->env->inv = op->below; 936 env->inv = below;
1167 937
1168 if (op->below != NULL) 938 if (below)
1169 op->below->above = op->above; 939 below->above = above;
1170 940
1171 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1174 */ 944 */
1175 op->x = op->env->x, op->y = op->env->y; 945 x = env->x, y = env->y;
1176 op->map = op->env->map; 946 map = env->map;
1177 op->above = NULL, op->below = NULL; 947 above = 0, below = 0;
1178 op->env = NULL; 948 env = 0;
1179 } 949 }
1180 else if (op->map) 950 else if (map)
1181 { 951 {
1182 x = op->x; 952 if (type == PLAYER)
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 } 953 {
1196 954 --map->players;
1197 if (op->map != m) 955 map->touch ();
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */ 956 }
957
958 map->dirty = true;
1204 959
1205 /* link the object above us */ 960 /* link the object above us */
1206 if (op->above) 961 if (above)
1207 op->above->below = op->below; 962 above->below = below;
1208 else 963 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1210 965
1211 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1212 if (op->below) 967 if (below)
1213 op->below->above = op->above; 968 below->above = above;
1214 else 969 else
1215 { 970 {
1216 /* Nothing below, which means we need to relink map object for this space 971 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 972 * use translated coordinates in case some oddness with map tiling is
1218 * evident 973 * evident
1219 */ 974 */
1220 if (GET_MAP_OB (m, x, y) != op) 975 if (GET_MAP_OB (map, x, y) != this)
1221 { 976 {
1222 dump_object (op); 977 char *dump = dump_object (this);
1223 LOG (llevError, 978 LOG (llevError,
1224 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 979 "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);
980 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 982 LOG (llevError, "%s\n", dump);
983 free (dump);
1227 } 984 }
1228 985
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1230 } 987 }
1231 988
1232 op->above = 0; 989 above = 0;
1233 op->below = 0; 990 below = 0;
1234 991
1235 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1236 return; 993 return;
1237 994
1238 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 996
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1242 { 998 {
1243 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1244 * being removed. 1000 * being removed.
1245 */ 1001 */
1246 1002
1247 if (tmp->type == PLAYER && tmp != op) 1003 if (tmp->type == PLAYER && tmp != this)
1248 { 1004 {
1249 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1251 * appropriately. 1007 * appropriately.
1252 */ 1008 */
1253 if (tmp->container == op) 1009 if (tmp->container == this)
1254 { 1010 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1012 tmp->container = 0;
1257 } 1013 }
1258 1014
1259 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1260 } 1017 }
1261 1018
1262 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1023 {
1265 move_apply (tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1266 1025
1267 if (was_destroyed (op, tag)) 1026 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1028 }
1272 1029
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1275 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1276 tmp->above = NULL; 1033 tmp->above = 0;
1277 1034
1278 last = tmp; 1035 last = tmp;
1279 } 1036 }
1280 1037
1281 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1282 if (last == NULL) 1040 if (!last)
1283 { 1041 map->at (x, y).flags_ = 0;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1042 else
1293 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1294 1044
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1297 } 1047 }
1298} 1048}
1299 1049
1300/* 1050/*
1301 * merge_ob(op,top): 1051 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1310{ 1060{
1311 if (!op->nrof) 1061 if (!op->nrof)
1312 return 0; 1062 return 0;
1313 1063
1314 if (top == NULL) 1064 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1316 1067
1317 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1318 { 1069 {
1319 if (top == op) 1070 if (top == op)
1320 continue; 1071 continue;
1321 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1322 { 1074 {
1323 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1324 1076
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1079 op->destroy ();
1328 free_object (op);
1329 return top; 1080 return top;
1330 } 1081 }
1331 } 1082 }
1332 1083
1333 return NULL; 1084 return 0;
1334} 1085}
1335 1086
1336/* 1087/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1339 */ 1090 */
1340object * 1091object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1093{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1095 {
1350 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1352 } 1098 }
1353 1099
1372 * Return value: 1118 * Return value:
1373 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1121 * just 'op' otherwise
1376 */ 1122 */
1377
1378object * 1123object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1125{
1381 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1127 sint16 x, y;
1383 1128
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1385 { 1130 {
1386 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL; 1132 return NULL;
1388 } 1133 }
1389 1134
1390 if (m == NULL) 1135 if (!m)
1391 { 1136 {
1392 dump_object (op); 1137 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1394 return op; 1140 return op;
1395 } 1141 }
1396 1142
1397 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1398 { 1144 {
1399 dump_object (op); 1145 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1147#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1150 * improperly inserted.
1405 */ 1151 */
1406 abort (); 1152 abort ();
1407#endif 1153#endif
1154 free (dump);
1408 return op; 1155 return op;
1409 } 1156 }
1410 1157
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1159 {
1413 dump_object (op); 1160 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1415 return op; 1163 return op;
1416 } 1164 }
1417 1165
1418 if (op->more != NULL) 1166 if (op->more)
1419 { 1167 {
1420 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1421 1169
1422 object *more = op->more; 1170 object *more = op->more;
1423 1171
1424 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1425 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1426 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1427 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1428 */ 1176 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map) 1179 else if (!more->map)
1432 { 1180 {
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 { 1188 {
1441 if (!op->head) 1189 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 1191
1444 return NULL; 1192 return 0;
1445 } 1193 }
1446 } 1194 }
1447 1195
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1197
1456 y = op->y; 1204 y = op->y;
1457 1205
1458 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1459 */ 1207 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1463 { 1211 {
1464 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1213 tmp->destroy ();
1466 free_object (tmp);
1467 } 1214 }
1468 1215
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1218
1484 op->below = originator->below; 1231 op->below = originator->below;
1485 1232
1486 if (op->below) 1233 if (op->below)
1487 op->below->above = op; 1234 op->below->above = op;
1488 else 1235 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1490 1237
1491 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1492 originator->below = op; 1239 originator->below = op;
1493 } 1240 }
1494 else 1241 else
1495 { 1242 {
1496 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1498 { 1245 {
1499 object *last = NULL; 1246 object *last = 0;
1500 1247
1501 /* 1248 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1512 */ 1259 */
1513
1514 while (top != NULL) 1260 while (top)
1515 { 1261 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1263 floor = top;
1518 1264
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1540 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1288 * stacking is a bit odd.
1543 */ 1289 */
1544 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1292 {
1547 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1295 break;
1550 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1573 1319
1574 if (op->above) 1320 if (op->above)
1575 op->above->below = op; 1321 op->above->below = op;
1576 1322
1577 op->below = NULL; 1323 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1579 } 1325 }
1580 else 1326 else
1581 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1582 op->above = top->above; 1328 op->above = top->above;
1583 1329
1586 1332
1587 op->below = top; 1333 op->below = top;
1588 top->above = op; 1334 top->above = op;
1589 } 1335 }
1590 1336
1591 if (op->above == NULL) 1337 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1594 1340
1595 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1596 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1597 1349
1598 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1600 */ 1352 */
1601 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1603 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1356 pl->contr->ns->floorbox_update ();
1605 1357
1606 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1365 * of effect may be sufficient.
1614 */ 1366 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1617 1369
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1620 1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1621 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1623 * 1377 *
1624 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1381 * update_object().
1629 1383
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1386 {
1633 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1634 return NULL; 1388 return 0;
1635 1389
1636 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1391 * walk on's.
1638 */ 1392 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1641 return NULL; 1395 return 0;
1642 } 1396 }
1643 1397
1644 return op; 1398 return op;
1645} 1399}
1646 1400
1647/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1650 */ 1404 */
1651void 1405void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1407{
1654 object * 1408 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1409
1659 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1660 1411
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1414 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1415
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1417
1672 tmp1->x = op->x; 1418 tmp1->x = op->x;
1673 tmp1->y = op->y; 1419 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1675} 1427}
1676 1428
1677/* 1429/*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1434 * global static errmsg array.
1683 */ 1435 */
1684
1685object * 1436object *
1686get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1687{ 1438{
1688 object * 1439 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1441
1693 if (orig_ob->nrof < nr) 1442 if (orig_ob->nrof < nr)
1694 { 1443 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1445 return NULL;
1697 } 1446 }
1698 1447
1699 newob = object_create_clone (orig_ob); 1448 newob = object_create_clone (orig_ob);
1700 1449
1701 if ((orig_ob->nrof -= nr) < 1) 1450 if ((orig_ob->nrof -= nr) < 1)
1702 { 1451 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1452 else if (!is_removed)
1708 { 1453 {
1709 if (orig_ob->env != NULL) 1454 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 1476
1732object * 1477object *
1733decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1734{ 1479{
1735 object *tmp; 1480 object *tmp;
1736 player *pl;
1737 1481
1738 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1483 return op;
1740 1484
1741 if (i > op->nrof) 1485 if (i > op->nrof)
1742 i = op->nrof; 1486 i = op->nrof;
1743 1487
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1489 op->nrof -= i;
1746 else if (op->env != NULL) 1490 else if (op->env)
1747 { 1491 {
1748 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1749 * therein? 1493 * therein?
1750 */ 1494 */
1751 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1500 * and then searching the map for a player.
1757 */ 1501 */
1758 if (!tmp) 1502 if (!tmp)
1759 { 1503 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1762 break; 1507 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1508 }
1768 1509
1769 if (i < op->nrof) 1510 if (i < op->nrof)
1770 { 1511 {
1771 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1513 op->nrof -= i;
1773 if (tmp) 1514 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1776 }
1777 } 1516 }
1778 else 1517 else
1779 { 1518 {
1780 remove_ob (op); 1519 op->remove ();
1781 op->nrof = 0; 1520 op->nrof = 0;
1782 if (tmp) 1521 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1523 }
1787 } 1524 }
1788 else 1525 else
1789 { 1526 {
1790 object *above = op->above; 1527 object *above = op->above;
1791 1528
1792 if (i < op->nrof) 1529 if (i < op->nrof)
1793 op->nrof -= i; 1530 op->nrof -= i;
1794 else 1531 else
1795 { 1532 {
1796 remove_ob (op); 1533 op->remove ();
1797 op->nrof = 0; 1534 op->nrof = 0;
1798 } 1535 }
1799 1536
1800 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1803 { 1540 {
1804 if (op->nrof) 1541 if (op->nrof)
1805 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1806 else 1543 else
1810 1547
1811 if (op->nrof) 1548 if (op->nrof)
1812 return op; 1549 return op;
1813 else 1550 else
1814 { 1551 {
1815 free_object (op); 1552 op->destroy ();
1816 return NULL; 1553 return 0;
1817 } 1554 }
1818} 1555}
1819 1556
1820/* 1557/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1570 op->carrying += weight;
1834 op = op->env; 1571 op = op->env;
1835 } 1572 }
1836} 1573}
1837 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1838/* 1595/*
1839 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1840 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1841 * inside the object environment. 1598 * inside the object environment.
1842 * 1599 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1600 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1850 */ 1602 */
1851 1603
1852object * 1604object *
1853insert_ob_in_ob (object *op, object *where) 1605object::insert (object *op)
1854{ 1606{
1855 object * 1607 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1608
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1610 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1611
1879 if (op->more) 1612 if (op->more)
1880 { 1613 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1615 return op;
1884 1617
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1620 if (op->nrof)
1888 { 1621 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1891 { 1624 {
1892 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1626 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1897 */ 1630 */
1898 add_weight (where, op->weight * op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1901 op = tmp; 1634 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1637 break;
1905 } 1638 }
1906 1639
1907 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1643 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1644 * the linking below
1912 */ 1645 */
1913 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1914 } 1647 }
1915 else 1648 else
1916 add_weight (where, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1917 1650
1918 otmp = is_player_inv (where); 1651 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1652 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1654 otmp->update_stats ();
1923 }
1924 1655
1925 op->map = NULL; 1656 op->map = 0;
1926 op->env = where; 1657 op->env = this;
1927 op->above = NULL; 1658 op->above = 0;
1928 op->below = NULL; 1659 op->below = 0;
1929 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1930 1661
1931 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1663 if ((op->glow_radius != 0) && map)
1933 { 1664 {
1934#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1668 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1669 update_all_los (map, x, y);
1939 } 1670 }
1940 1671
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1673 * It sure simplifies this function...
1943 */ 1674 */
1944 if (where->inv == NULL) 1675 if (!inv)
1945 where->inv = op; 1676 inv = op;
1946 else 1677 else
1947 { 1678 {
1948 op->below = where->inv; 1679 op->below = inv;
1949 op->below->above = op; 1680 op->below->above = op;
1950 where->inv = op; 1681 inv = op;
1951 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1952 return op; 1686 return op;
1953} 1687}
1954 1688
1955/* 1689/*
1956 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1970 * 1704 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top. 1707 * on top.
1974 */ 1708 */
1975
1976int 1709int
1977check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1978{ 1711{
1979 object * 1712 object *tmp;
1980 tmp; 1713 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1987 1715
1988 MoveType 1716 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1717
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1719 return 0;
1995
1996 tag = op->count;
1997 1720
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1724
2017 1740
2018 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
2020 */ 1743 */
2021 1744
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2023 { 1746 {
2024 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1749 * we don't need to check all of them.
2027 */ 1750 */
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1787 {
2065 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
2066 1789
2067 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
2068 return 1; 1791 return 1;
2069 1792
2070 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2082/* 1805/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2086 */ 1809 */
2087
2088object * 1810object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1812{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2095 { 1814 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1816 return NULL;
2098 } 1817 }
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2100 if (tmp->arch == at) 1820 if (tmp->arch == at)
2101 return tmp; 1821 return tmp;
1822
2102 return NULL; 1823 return NULL;
2103} 1824}
2104 1825
2105/* 1826/*
2106 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2109 */ 1830 */
2110
2111object * 1831object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2113{ 1833{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2118 { 1835 {
2119 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1837 return NULL;
2121 } 1838 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->type == type) 1841 if (tmp->type == type)
2124 return tmp; 1842 return tmp;
1843
2125 return NULL; 1844 return NULL;
2126} 1845}
2127 1846
2128/* 1847/*
2129 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2132 */ 1851 */
2133
2134object * 1852object *
2135present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2136{ 1854{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1856 if (tmp->type == type)
2142 return tmp; 1857 return tmp;
1858
2143 return NULL; 1859 return NULL;
2144} 1860}
2145 1861
2146/* 1862/*
2147 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1874 * to be unique.
2159 */ 1875 */
2160
2161object * 1876object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1878{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1881 return tmp;
2171 } 1882
2172 return NULL; 1883 return 0;
2173} 1884}
2174 1885
2175/* 1886/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2179 */ 1890 */
2180
2181object * 1891object *
2182present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2183{ 1893{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1895 if (tmp->arch == at)
2189 return tmp; 1896 return tmp;
1897
2190 return NULL; 1898 return NULL;
2191} 1899}
2192 1900
2193/* 1901/*
2194 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2195 */ 1903 */
2196void 1904void
2197flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2198{ 1906{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1907 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1909 {
2205 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2207 } 1912 }
2208} /* 1913}
1914
1915/*
2209 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2210 */ 1917 */
2211void 1918void
2212unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2213{ 1920{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1921 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1923 {
2220 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2222 } 1926 }
2223} 1927}
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
2230 */ 1934 */
2231
2232void 1935void
2233set_cheat (object *op) 1936set_cheat (object *op)
2234{ 1937{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 1961 * customized, changed states, etc.
2259 */ 1962 */
2260
2261int 1963int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 1965{
2264 int
2265 i,
2266 index = 0, flag; 1966 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2269 1968
2270 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2271 { 1970 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 1972 if (!flag)
2274 altern[index++] = i; 1973 altern [index++] = i;
2275 1974
2276 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2283 */ 1982 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 1984 stop = maxfree[i];
2286 } 1985 }
1986
2287 if (!index) 1987 if (!index)
2288 return -1; 1988 return -1;
1989
2289 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2290} 1991}
2291 1992
2292/* 1993/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 1998 */
2298
2299int 1999int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2001{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2004 return i;
2309 } 2005
2310 return -1; 2006 return -1;
2311} 2007}
2312 2008
2313/* 2009/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2013 */
2317static void 2014static void
2318permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2319{ 2016{
2320 int 2017 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2018 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2019
2331 tmp = arr[i]; 2020 while (--end)
2332 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2022}
2336 2023
2337/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2030 */
2344void 2031void
2345get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2346{ 2033{
2347 int 2034 int i;
2348 i;
2349 2035
2350 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2037 search_arr[i] = i;
2353 }
2354 2038
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2042}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2054 * there is capable of.
2371 */ 2055 */
2372
2373int 2056int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2058{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2379 2060
2380 sint16 nx, ny; 2061 sint16 nx, ny;
2381 object * 2062 object *tmp;
2382 tmp; 2063 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2064
2386 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2387 2066
2388 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2389 { 2068 {
2401 mp = m; 2080 mp = m;
2402 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2404 2083
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2406 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2087 max = maxfree[i];
2409 }
2410 else 2088 else
2411 { 2089 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2413 2093
2414 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2095 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2419 { 2097 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2101 break;
2425 } 2102
2426 }
2427 if (tmp) 2103 if (tmp)
2428 {
2429 return freedir[i]; 2104 return freedir[i];
2430 }
2431 } 2105 }
2432 } 2106 }
2433 } 2107 }
2108
2434 return 0; 2109 return 0;
2435} 2110}
2436 2111
2437/* 2112/*
2438 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2114 * distance between the two given objects.
2440 */ 2115 */
2441
2442int 2116int
2443distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2444{ 2118{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2120}
2451 2121
2452/* 2122/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2456 */ 2126 */
2457
2458int 2127int
2459find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2460{ 2129{
2461 int 2130 int q;
2462 q;
2463 2131
2464 if (y) 2132 if (y)
2465 q = x * 100 / y; 2133 q = x * 100 / y;
2466 else if (x) 2134 else if (x)
2467 q = -300 * x; 2135 q = -300 * x;
2502int 2170int
2503absdir (int d) 2171absdir (int d)
2504{ 2172{
2505 while (d < 1) 2173 while (d < 1)
2506 d += 8; 2174 d += 8;
2175
2507 while (d > 8) 2176 while (d > 8)
2508 d -= 8; 2177 d -= 8;
2178
2509 return d; 2179 return d;
2510} 2180}
2511 2181
2512/* 2182/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2185 */
2516 2186
2517int 2187int
2518dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2519{ 2189{
2520 int 2190 int d;
2521 d;
2522 2191
2523 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2524 if (d > 4) 2193 if (d > 4)
2525 d = 8 - d; 2194 d = 8 - d;
2195
2526 return d; 2196 return d;
2527} 2197}
2528 2198
2529/* peterm: 2199/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2206 * functions.
2537 */ 2207 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2263 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2597 */ 2265 */
2598
2599
2600int 2266int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2268{
2603 sint16 dx, dy; 2269 sint16 dx, dy;
2604 int
2605 mflags; 2270 int mflags;
2606 2271
2607 if (dir < 0) 2272 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2609 2274
2610 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2623 return 0; 2288 return 0;
2624 2289
2625 /* yes, can see. */ 2290 /* yes, can see. */
2626 if (dir < 9) 2291 if (dir < 9)
2627 return 1; 2292 return 1;
2293
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2297}
2631
2632
2633 2298
2634/* 2299/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2316}
2652 2317
2653
2654/* 2318/*
2655 * create clone from object to another 2319 * create clone from object to another
2656 */ 2320 */
2657object * 2321object *
2658object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2659{ 2323{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2325
2663 if (!asrc) 2326 if (!asrc)
2664 return NULL; 2327 return 0;
2328
2665 src = asrc; 2329 src = asrc;
2666 if (src->head) 2330 if (src->head)
2667 src = src->head; 2331 src = src->head;
2668 2332
2669 prev = NULL; 2333 prev = 0;
2670 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2671 { 2335 {
2672 tmp = get_object (); 2336 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2337 tmp->x -= src->x;
2675 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2676 if (!part->head) 2340 if (!part->head)
2677 { 2341 {
2678 dst = tmp; 2342 dst = tmp;
2679 tmp->head = NULL; 2343 tmp->head = 0;
2680 } 2344 }
2681 else 2345 else
2682 {
2683 tmp->head = dst; 2346 tmp->head = dst;
2684 } 2347
2685 tmp->more = NULL; 2348 tmp->more = 0;
2349
2686 if (prev) 2350 if (prev)
2687 prev->more = tmp; 2351 prev->more = tmp;
2352
2688 prev = tmp; 2353 prev = tmp;
2689 } 2354 }
2690 2355
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2358
2697 return dst; 2359 return dst;
2698} 2360}
2699 2361
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2720
2721object * 2368object *
2722load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2723{ 2370{
2724 object * 2371 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2728 2373
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2375
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2376 FILE *tempfile = fopen (filename, "w");
2733 2377
2734 if (tempfile == NULL) 2378 if (tempfile == NULL)
2735 { 2379 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2381 return NULL;
2738 } 2382 }
2739 2383
2740 fprintf (tempfile, obstr); 2384 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2385 fclose (tempfile);
2742 2386
2743 op = get_object (); 2387 op = object::create ();
2744 2388
2745 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2746 2390
2747 if (thawer) 2391 if (thawer)
2748 load_object (thawer, op, 0); 2392 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2402 * returns NULL if no match.
2759 */ 2403 */
2760object * 2404object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2406{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2409 return tmp;
2769 2410
2770 return NULL; 2411 return 0;
2771} 2412}
2772 2413
2773/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2415 * otherwise return NULL.
2775 * 2416 *
2777 * do the desired thing. 2418 * do the desired thing.
2778 */ 2419 */
2779key_value * 2420key_value *
2780get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2781{ 2422{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2424 if (link->key == key)
2788 {
2789 return link; 2425 return link;
2790 }
2791 }
2792 2426
2793 return NULL; 2427 return 0;
2794} 2428}
2795 2429
2796/* 2430/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2432 *
2838 * Returns TRUE on success. 2472 * Returns TRUE on success.
2839 */ 2473 */
2840int 2474int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2476{
2843 key_value *
2844 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2845 2478
2846 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2480 {
2848 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2849 { 2482 {
2877 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2878 2511
2879 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2880 2513
2881 if (!add_key) 2514 if (!add_key)
2882 {
2883 return FALSE; 2515 return FALSE;
2884 } 2516
2885 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2889 * should pass in "" 2521 * should pass in ""
2938 } 2570 }
2939 else 2571 else
2940 item = item->env; 2572 item = item->env;
2941} 2573}
2942 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2943// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2944const char * 2605const char *
2945object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2946{ 2607{
2608 char flagdesc[512];
2947 char info2[256 * 3]; 2609 char info2[256 * 4];
2948 char *p = info; 2610 char *p = info;
2949 2611
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2951 count, 2613 count, uuid.seq,
2952 &name, 2614 &name,
2953 title ? " " : "", 2615 title ? "\",title:" : "",
2954 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2955 2618
2956 if (env) 2619 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2621
2959 if (map) 2622 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2624
2962 return info; 2625 return info;
2963} 2626}
2964 2627
2965const char * 2628const char *
2966object::debug_desc () const 2629object::debug_desc () const
2967{ 2630{
2968 static char info[256 * 3]; 2631 static char info[256 * 4];
2969 return debug_desc (info); 2632 return debug_desc (info);
2970} 2633}
2971 2634

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