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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.113 by root, Tue Jan 9 21:32:41 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 47};
44short 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,
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 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)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* 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
204 * 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
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* 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 */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* 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
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* 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
281 * 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
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * 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.
377 */ 361 */
378 362
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * 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
408} 392}
409 393
410/* 394/*
411 * 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.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
418 if (op->count == i) 401 if (op->count == i)
419 return op; 402 return op;
420 403
421 return 0; 404 return 0;
422} 405}
423 406
424/* 407/*
425 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
428 */ 411 */
429
430object * 412object *
431find_object_name (const char *str) 413find_object_name (const char *str)
432{ 414{
433 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
434 object *op; 416 object *op;
435 417
436 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
437 if (op->name == str_) 419 if (op->name == str_)
438 break; 420 break;
439 421
440 return op; 422 return op;
441} 423}
484 } 466 }
485 467
486 op->key_values = 0; 468 op->key_values = 0;
487} 469}
488 470
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 471/*
532 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
541{ 481{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 484
545 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 486
551 if (is_freed) 487 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
553 489
554 if (is_removed) 490 if (is_removed)
585 tail = new_link; 521 tail = new_link;
586 } 522 }
587 } 523 }
588 } 524 }
589 525
590 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
591} 527}
592 528
593object * 529object *
594object::clone () 530object::clone ()
595{ 531{
601/* 537/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
605 */ 541 */
606
607void 542void
608update_turn_face (object *op) 543update_turn_face (object *op)
609{ 544{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 546 return;
547
612 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
614} 550}
615 551
616/* 552/*
617 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
620 */ 556 */
621void 557void
622update_ob_speed (object *op) 558object::set_speed (float speed)
623{ 559{
624 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
625
626 /* No reason putting the archetypes objects on the speed list,
627 * since they never really need to be updated.
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 { 561 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 563 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 564 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 565
649 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 567
653 if (op->active_next != NULL) 568 if (has_active_speed ())
654 op->active_next->active_prev = op; 569 activate ();
655
656 active_objects = op;
657 }
658 else 570 else
659 { 571 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 572}
683 573
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 574/*
716 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 578 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
723 * 582 *
724 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 584 * current action are:
730 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
735 */ 590 */
736
737void 591void
738update_object (object *op, int action) 592update_object (object *op, int action)
739{ 593{
740 int update_now = 0, flags;
741 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
742 595
743 if (op == NULL) 596 if (op == NULL)
744 { 597 {
745 /* this should never happen */ 598 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
747 return; 600 return;
748 } 601 }
749 602
750 if (op->env != NULL) 603 if (op->env)
751 { 604 {
752 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
753 * to do in this case. 606 * to do in this case.
754 */ 607 */
755 return; 608 return;
760 */ 613 */
761 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return; 615 return;
763 616
764 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 619 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 621#ifdef MANY_CORES
769 abort (); 622 abort ();
770#endif 623#endif
771 return; 624 return;
772 } 625 }
773 626
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
781 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
782 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 644 * to have move_allow right now.
806 */ 645 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 648 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 649 }
813
814 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 652 * that is being removed.
817 */ 653 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 655 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
822 else 658 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 660
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 661 if (op->more)
832 update_object (op->more, action); 662 update_object (op->more, action);
833}
834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849} 663}
850 664
851object::object () 665object::object ()
852{ 666{
853 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
859object::~object () 673object::~object ()
860{ 674{
861 free_key_values (this); 675 free_key_values (this);
862} 676}
863 677
678static int object_count;
679
864void object::link () 680void object::link ()
865{ 681{
866 count = ++ob_count; 682 assert (!index);//D
867 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
868 685
869 prev = 0; 686 refcnt_inc ();
870 next = object::first; 687 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 688}
877 689
878void object::unlink () 690void object::unlink ()
879{ 691{
880 if (this == object::first) 692 assert (index);//D
881 object::first = next; 693 objects.erase (this);
694 refcnt_dec ();
695}
882 696
883 /* Remove this object from the list of used objects */ 697void
884 if (prev) prev->next = next; 698object::activate ()
885 if (next) next->prev = prev; 699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
886 703
887 prev = 0; 704 if (has_active_speed ())
888 next = 0; 705 actives.insert (this);
706}
707
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
889} 801}
890 802
891object *object::create () 803object *object::create ()
892{ 804{
893 object *op = new object; 805 object *op = new object;
894 op->link (); 806 op->link ();
895 return op; 807 return op;
896} 808}
897 809
898/* 810void
899 * free_object() frees everything allocated by an object, removes 811object::do_destroy ()
900 * it from the list of used objects, and puts it on the list of
901 * free objects. The IS_FREED() flag is set in the object.
902 * The object must have been removed by remove_ob() first for
903 * this function to succeed.
904 *
905 * If destroy_inventory is set, free inventory as well. Else drop items in
906 * inventory to the ground.
907 */
908void object::destroy (bool destroy_inventory)
909{ 812{
910 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
911 return;
912 814
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
914 remove_friendly_object (this); 819 remove_friendly_object (this);
915 820
916 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
917 remove (); 822 remove ();
918 823
919 SET_FLAG (this, FLAG_FREED); 824 destroy_inv (true);
920 825
921 if (more) 826 deactivate ();
922 { 827 unlink ();
923 more->destroy (destroy_inventory);
924 more = 0;
925 }
926 828
927 if (inv) 829 flag [FLAG_FREED] = 1;
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968 830
969 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
970 { 832 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes 833 static maptile *freed_map; // freed objects are moved here to avoid crashes
972 834
976 838
977 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3; 840 freed_map->width = 3;
979 freed_map->height = 3; 841 freed_map->height = 3;
980 842
981 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
982 } 845 }
983 846
984 map = freed_map; 847 map = freed_map;
985 x = 1; 848 x = 1;
986 y = 1; 849 y = 1;
987 } 850 }
988 851
852 head = 0;
853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
859
989 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
990 owner = 0; 861 owner = 0;
991 enemy = 0; 862 enemy = 0;
992 attacked_by = 0; 863 attacked_by = 0;
864}
993 865
994 // only relevant for players(?), but make sure of it anyways 866void
995 contr = 0; 867object::destroy (bool destroy_inventory)
868{
869 if (destroyed ())
870 return;
996 871
997 /* Remove object from the active list */ 872 if (destroy_inventory)
998 speed = 0; 873 destroy_inv (false);
999 update_ob_speed (this);
1000 874
1001 unlink (); 875 attachable::destroy ();
1002
1003 mortals.push_back (this);
1004} 876}
1005 877
1006/* 878/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1032object::remove () 904object::remove ()
1033{ 905{
1034 object *tmp, *last = 0; 906 object *tmp, *last = 0;
1035 object *otmp; 907 object *otmp;
1036 908
1037 int check_walk_off;
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 910 return;
1041 911
1042 SET_FLAG (this, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1043 914
1044 if (more) 915 if (more)
1045 more->remove (); 916 more->remove ();
1046 917
1047 /* 918 /*
1057 928
1058 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 931 * to save cpu time.
1061 */ 932 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 934 otmp->update_stats ();
1064 935
1065 if (above != NULL) 936 if (above)
1066 above->below = below; 937 above->below = below;
1067 else 938 else
1068 env->inv = below; 939 env->inv = below;
1069 940
1070 if (below != NULL) 941 if (below)
1071 below->above = above; 942 below->above = above;
1072 943
1073 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1079 above = 0, below = 0; 950 above = 0, below = 0;
1080 env = 0; 951 env = 0;
1081 } 952 }
1082 else if (map) 953 else if (map)
1083 { 954 {
1084 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
1085 * lots of logic for things we no longer care about
1086 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
1087 962
1088 /* link the object above us */ 963 /* link the object above us */
1089 if (above) 964 if (above)
1090 above->below = below; 965 above->below = below;
1091 else 966 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1093 968
1094 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1095 if (below) 970 if (below)
1096 below->above = above; 971 below->above = above;
1097 else 972 else
1109 dump = dump_object (GET_MAP_OB (map, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump); 985 LOG (llevError, "%s\n", dump);
1111 free (dump); 986 free (dump);
1112 } 987 }
1113 988
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1115 } 990 }
1116 991
1117 above = 0; 992 above = 0;
1118 below = 0; 993 below = 0;
1119 994
1120 if (map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1121 return; 996 return;
1122 997
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 999
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1126 { 1001 {
1127 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1128 * being removed. 1003 * being removed.
1129 */ 1004 */
1130 1005
1134 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1135 * appropriately. 1010 * appropriately.
1136 */ 1011 */
1137 if (tmp->container == this) 1012 if (tmp->container == this)
1138 { 1013 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1140 tmp->container = 0; 1015 tmp->container = 0;
1141 } 1016 }
1142 1017
1143 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1144 } 1020 }
1145 1021
1146 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1147 if (check_walk_off 1023 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1024 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1026 {
1151 move_apply (tmp, this, 0); 1027 move_apply (tmp, this, 0);
1153 if (destroyed ()) 1029 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1031 }
1156 1032
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1159 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1160 tmp->above = 0; 1036 tmp->above = 0;
1161 1037
1162 last = tmp; 1038 last = tmp;
1163 } 1039 }
1164 1040
1165 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1043 if (!last)
1167 { 1044 map->at (x, y).flags_ = 0;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1045 else
1177 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1178 1047
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1049 update_all_los (map, x, y);
1181 } 1050 }
1182} 1051}
1183 1052
1184/* 1053/*
1193merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1194{ 1063{
1195 if (!op->nrof) 1064 if (!op->nrof)
1196 return 0; 1065 return 0;
1197 1066
1198 if (top == NULL) 1067 if (top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1200 1070
1201 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1202 { 1072 {
1203 if (top == op) 1073 if (top == op)
1204 continue; 1074 continue;
1205 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1206 { 1077 {
1207 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1208 1079
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1221 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1222 */ 1093 */
1223object * 1094object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1096{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1098 {
1233 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1235 } 1101 }
1236 1102
1255 * Return value: 1121 * Return value:
1256 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1124 * just 'op' otherwise
1259 */ 1125 */
1260
1261object * 1126object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1128{
1264 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1265 sint16 x, y; 1130 sint16 x, y;
1268 { 1133 {
1269 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL; 1135 return NULL;
1271 } 1136 }
1272 1137
1273 if (m == NULL) 1138 if (!m)
1274 { 1139 {
1275 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump); 1142 free (dump);
1278 return op; 1143 return op;
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump); 1165 free (dump);
1301 return op; 1166 return op;
1302 } 1167 }
1303 1168
1304 if (op->more != NULL) 1169 if (op->more)
1305 { 1170 {
1306 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1307 1172
1308 object *more = op->more; 1173 object *more = op->more;
1309 1174
1310 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1311 * we set the map, that doesn't work if the location is within 1176 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate 1177 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1314 */ 1179 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map) 1182 else if (!more->map)
1318 { 1183 {
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 { 1191 {
1327 if (!op->head) 1192 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1194
1330 return NULL; 1195 return 0;
1331 } 1196 }
1332 } 1197 }
1333 1198
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1200
1342 y = op->y; 1207 y = op->y;
1343 1208
1344 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1345 */ 1210 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1349 { 1214 {
1350 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1216 tmp->destroy ();
1352 } 1217 }
1353 1218
1369 op->below = originator->below; 1234 op->below = originator->below;
1370 1235
1371 if (op->below) 1236 if (op->below)
1372 op->below->above = op; 1237 op->below->above = op;
1373 else 1238 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1375 1240
1376 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1377 originator->below = op; 1242 originator->below = op;
1378 } 1243 }
1379 else 1244 else
1380 { 1245 {
1381 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 { 1248 {
1384 object *last = NULL; 1249 object *last = 0;
1385 1250
1386 /* 1251 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1254 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1258 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1259 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1260 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1397 */ 1262 */
1398
1399 while (top != NULL) 1263 while (top)
1400 { 1264 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1266 floor = top;
1403 1267
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1425 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1291 * stacking is a bit odd.
1428 */ 1292 */
1429 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 { 1295 {
1432 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1298 break;
1435 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458 1322
1459 if (op->above) 1323 if (op->above)
1460 op->above->below = op; 1324 op->above->below = op;
1461 1325
1462 op->below = NULL; 1326 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1464 } 1328 }
1465 else 1329 else
1466 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1467 op->above = top->above; 1331 op->above = top->above;
1468 1332
1471 1335
1472 op->below = top; 1336 op->below = top;
1473 top->above = op; 1337 top->above = op;
1474 } 1338 }
1475 1339
1476 if (op->above == NULL) 1340 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1479 1343
1480 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1481 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1482 1352
1483 /* If we have a floor, we know the player, if any, will be above 1353 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1485 */ 1355 */
1486 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1488 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1489 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1490 1360
1491 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1362 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1363 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1368 * of effect may be sufficient.
1499 */ 1369 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1502 1372
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1505 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1506 /* Don't know if moving this to the end will break anything. However, 1378 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1508 * 1380 *
1509 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1384 * update_object().
1514 1386
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1389 {
1518 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1519 return NULL; 1391 return 0;
1520 1392
1521 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1394 * walk on's.
1523 */ 1395 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1526 return NULL; 1398 return 0;
1527 } 1399 }
1528 1400
1529 return op; 1401 return op;
1530} 1402}
1531 1403
1532/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1405 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1406 * op is the object to insert it under: supplies x and the map.
1535 */ 1407 */
1536void 1408void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1410{
1539 object * 1411 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1412
1544 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1545 1414
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1417 tmp->destroy ();
1549 1418
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1420
1552 tmp1->x = op->x; 1421 tmp1->x = op->x;
1553 tmp1->y = op->y; 1422 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1555} 1430}
1556 1431
1557/* 1432/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1437 * global static errmsg array.
1563 */ 1438 */
1564
1565object * 1439object *
1566get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1567{ 1441{
1568 object *newob; 1442 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1479
1606object * 1480object *
1607decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1608{ 1482{
1609 object *tmp; 1483 object *tmp;
1610 player *pl;
1611 1484
1612 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1486 return op;
1614 1487
1615 if (i > op->nrof) 1488 if (i > op->nrof)
1616 i = op->nrof; 1489 i = op->nrof;
1617 1490
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1492 op->nrof -= i;
1620 else if (op->env != NULL) 1493 else if (op->env)
1621 { 1494 {
1622 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1623 * therein? 1496 * therein?
1624 */ 1497 */
1625 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1503 * and then searching the map for a player.
1631 */ 1504 */
1632 if (!tmp) 1505 if (!tmp)
1633 { 1506 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1636 break; 1510 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1511 }
1642 1512
1643 if (i < op->nrof) 1513 if (i < op->nrof)
1644 { 1514 {
1645 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1516 op->nrof -= i;
1647 if (tmp) 1517 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1650 }
1651 } 1519 }
1652 else 1520 else
1653 { 1521 {
1654 op->remove (); 1522 op->remove ();
1655 op->nrof = 0; 1523 op->nrof = 0;
1656 if (tmp) 1524 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1526 }
1661 } 1527 }
1662 else 1528 else
1663 { 1529 {
1664 object *above = op->above; 1530 object *above = op->above;
1670 op->remove (); 1536 op->remove ();
1671 op->nrof = 0; 1537 op->nrof = 0;
1672 } 1538 }
1673 1539
1674 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1677 { 1543 {
1678 if (op->nrof) 1544 if (op->nrof)
1679 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1680 else 1546 else
1685 if (op->nrof) 1551 if (op->nrof)
1686 return op; 1552 return op;
1687 else 1553 else
1688 { 1554 {
1689 op->destroy (); 1555 op->destroy ();
1690 return NULL; 1556 return 0;
1691 } 1557 }
1692} 1558}
1693 1559
1694/* 1560/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1757 if (op->nrof) 1623 if (op->nrof)
1758 { 1624 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1761 { 1627 {
1762 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1629 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1783 add_weight (this, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1784 } 1650 }
1785 else 1651 else
1786 add_weight (this, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1787 1653
1788 otmp = is_player_inv (this); 1654 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1655 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1657 otmp->update_stats ();
1792 1658
1793 op->map = NULL; 1659 op->map = 0;
1794 op->env = this; 1660 op->env = this;
1795 op->above = NULL; 1661 op->above = 0;
1796 op->below = NULL; 1662 op->below = 0;
1797 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1798 1664
1799 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1666 if ((op->glow_radius != 0) && map)
1801 { 1667 {
1802#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1671 if (map->darkness)
1806 update_all_los (map, x, y); 1672 update_all_los (map, x, y);
1807 } 1673 }
1808 1674
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1676 * It sure simplifies this function...
1815 { 1681 {
1816 op->below = inv; 1682 op->below = inv;
1817 op->below->above = op; 1683 op->below->above = op;
1818 inv = op; 1684 inv = op;
1819 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1820 1688
1821 return op; 1689 return op;
1822} 1690}
1823 1691
1824/* 1692/*
1839 * 1707 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1710 * on top.
1843 */ 1711 */
1844
1845int 1712int
1846check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1847{ 1714{
1848 object *tmp; 1715 object *tmp;
1849 maptile *m = op->map; 1716 maptile *m = op->map;
1876 1743
1877 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1879 */ 1746 */
1880 1747
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1749 {
1883 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1752 * we don't need to check all of them.
1886 */ 1753 */
1941/* 1808/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1945 */ 1812 */
1946
1947object * 1813object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1815{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1954 { 1817 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1819 return NULL;
1957 } 1820 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1823 if (tmp->arch == at)
1960 return tmp; 1824 return tmp;
1825
1961 return NULL; 1826 return NULL;
1962} 1827}
1963 1828
1964/* 1829/*
1965 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1968 */ 1833 */
1969
1970object * 1834object *
1971present (unsigned char type, maptile *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
1972{ 1836{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
1977 { 1838 {
1978 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1840 return NULL;
1980 } 1841 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1844 if (tmp->type == type)
1983 return tmp; 1845 return tmp;
1846
1984 return NULL; 1847 return NULL;
1985} 1848}
1986 1849
1987/* 1850/*
1988 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1991 */ 1854 */
1992
1993object * 1855object *
1994present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
1995{ 1857{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1859 if (tmp->type == type)
2001 return tmp; 1860 return tmp;
1861
2002 return NULL; 1862 return NULL;
2003} 1863}
2004 1864
2005/* 1865/*
2006 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1877 * to be unique.
2018 */ 1878 */
2019
2020object * 1879object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1881{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1884 return tmp;
2030 } 1885
2031 return NULL; 1886 return 0;
2032} 1887}
2033 1888
2034/* 1889/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2038 */ 1893 */
2039
2040object * 1894object *
2041present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2042{ 1896{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1898 if (tmp->arch == at)
2048 return tmp; 1899 return tmp;
1900
2049 return NULL; 1901 return NULL;
2050} 1902}
2051 1903
2052/* 1904/*
2053 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2054 */ 1906 */
2055void 1907void
2056flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2057{ 1909{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1910 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1912 {
2064 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2066 } 1915 }
2067} /* 1916}
1917
1918/*
2068 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2069 */ 1920 */
2070void 1921void
2071unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2072{ 1923{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1924 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1926 {
2079 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2081 } 1929 }
2082} 1930}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1935 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function. 1936 * him/her-self and all object carried by a call to this function.
2089 */ 1937 */
2090
2091void 1938void
2092set_cheat (object *op) 1939set_cheat (object *op)
2093{ 1940{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1962 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1963 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1964 * customized, changed states, etc.
2118 */ 1965 */
2119
2120int 1966int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1968{
2123 int
2124 i,
2125 index = 0, flag; 1969 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2128 1971
2129 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2130 { 1973 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 1975 if (!flag)
2133 altern[index++] = i; 1976 altern [index++] = i;
2134 1977
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 1979 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 1980 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 1981 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 1982 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2142 */ 1985 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 1987 stop = maxfree[i];
2145 } 1988 }
1989
2146 if (!index) 1990 if (!index)
2147 return -1; 1991 return -1;
1992
2148 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2149} 1994}
2150 1995
2151/* 1996/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2001 */
2157
2158int 2002int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2004{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2007 return i;
2168 } 2008
2169 return -1; 2009 return -1;
2170} 2010}
2171 2011
2172/* 2012/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2016 */
2176static void 2017static void
2177permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2178{ 2019{
2179 int 2020 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2021 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2022
2190 tmp = arr[i]; 2023 while (--end)
2191 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2025}
2195 2026
2196/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2033 */
2203void 2034void
2204get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2205{ 2036{
2206 int 2037 int i;
2207 i;
2208 2038
2209 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2040 search_arr[i] = i;
2212 }
2213 2041
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2045}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2057 * there is capable of.
2230 */ 2058 */
2231
2232int 2059int
2233find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2061{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2238 2063
2239 sint16 nx, ny; 2064 sint16 nx, ny;
2240 object * 2065 object *tmp;
2241 tmp;
2242 maptile * 2066 maptile *mp;
2243 mp;
2244 2067
2245 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2246 2069
2247 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2248 { 2071 {
2260 mp = m; 2083 mp = m;
2261 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2263 2086
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2265 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2090 max = maxfree[i];
2268 }
2269 else 2091 else
2270 { 2092 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2272 2096
2273 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2098 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2278 { 2100 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2104 break;
2284 } 2105
2285 }
2286 if (tmp) 2106 if (tmp)
2287 {
2288 return freedir[i]; 2107 return freedir[i];
2289 }
2290 } 2108 }
2291 } 2109 }
2292 } 2110 }
2111
2293 return 0; 2112 return 0;
2294} 2113}
2295 2114
2296/* 2115/*
2297 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2117 * distance between the two given objects.
2299 */ 2118 */
2300
2301int 2119int
2302distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2303{ 2121{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2123}
2310 2124
2311/* 2125/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2127 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2315 */ 2129 */
2316
2317int 2130int
2318find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2319{ 2132{
2320 int 2133 int q;
2321 q;
2322 2134
2323 if (y) 2135 if (y)
2324 q = x * 100 / y; 2136 q = x * 100 / y;
2325 else if (x) 2137 else if (x)
2326 q = -300 * x; 2138 q = -300 * x;
2361int 2173int
2362absdir (int d) 2174absdir (int d)
2363{ 2175{
2364 while (d < 1) 2176 while (d < 1)
2365 d += 8; 2177 d += 8;
2178
2366 while (d > 8) 2179 while (d > 8)
2367 d -= 8; 2180 d -= 8;
2181
2368 return d; 2182 return d;
2369} 2183}
2370 2184
2371/* 2185/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2374 */ 2188 */
2375 2189
2376int 2190int
2377dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2378{ 2192{
2379 int 2193 int d;
2380 d;
2381 2194
2382 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2383 if (d > 4) 2196 if (d > 4)
2384 d = 8 - d; 2197 d = 8 - d;
2198
2385 return d; 2199 return d;
2386} 2200}
2387 2201
2388/* peterm: 2202/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2209 * functions.
2396 */ 2210 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2266 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2456 */ 2268 */
2457
2458
2459int 2269int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2271{
2462 sint16 dx, dy; 2272 sint16 dx, dy;
2463 int
2464 mflags; 2273 int mflags;
2465 2274
2466 if (dir < 0) 2275 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2468 2277
2469 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2482 return 0; 2291 return 0;
2483 2292
2484 /* yes, can see. */ 2293 /* yes, can see. */
2485 if (dir < 9) 2294 if (dir < 9)
2486 return 1; 2295 return 1;
2296
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2300}
2490
2491
2492 2301
2493/* 2302/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2319}
2511 2320
2512
2513/* 2321/*
2514 * create clone from object to another 2322 * create clone from object to another
2515 */ 2323 */
2516object * 2324object *
2517object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2536 { 2344 {
2537 dst = tmp; 2345 dst = tmp;
2538 tmp->head = 0; 2346 tmp->head = 0;
2539 } 2347 }
2540 else 2348 else
2541 {
2542 tmp->head = dst; 2349 tmp->head = dst;
2543 }
2544 2350
2545 tmp->more = 0; 2351 tmp->more = 0;
2546 2352
2547 if (prev) 2353 if (prev)
2548 prev->more = tmp; 2354 prev->more = tmp;
2560/* Basically, we save the content of the string to a temp file, then call */ 2366/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */ 2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */ 2368/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2565
2566object * 2371object *
2567load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2568{ 2373{
2569 object *op; 2374 object *op;
2570 char filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2600 * returns NULL if no match. 2405 * returns NULL if no match.
2601 */ 2406 */
2602object * 2407object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2409{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2412 return tmp;
2610 2413
2611 return NULL; 2414 return 0;
2612} 2415}
2613 2416
2614/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2418 * otherwise return NULL.
2616 * 2419 *
2618 * do the desired thing. 2421 * do the desired thing.
2619 */ 2422 */
2620key_value * 2423key_value *
2621get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2622{ 2425{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2427 if (link->key == key)
2627 return link; 2428 return link;
2628 2429
2629 return NULL; 2430 return 0;
2630} 2431}
2631 2432
2632/* 2433/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2435 *
2674 * Returns TRUE on success. 2475 * Returns TRUE on success.
2675 */ 2476 */
2676int 2477int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2479{
2679 key_value *
2680 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2681 2481
2682 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2483 {
2684 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2685 { 2485 {
2713 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2714 2514
2715 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2716 2516
2717 if (!add_key) 2517 if (!add_key)
2718 {
2719 return FALSE; 2518 return FALSE;
2720 } 2519
2721 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2725 * should pass in "" 2524 * should pass in ""
2774 } 2573 }
2775 else 2574 else
2776 item = item->env; 2575 item = item->env;
2777} 2576}
2778 2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2779// return a suitable string describing an objetc in enough detail to find it 2607// return a suitable string describing an object in enough detail to find it
2780const char * 2608const char *
2781object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2782{ 2610{
2611 char flagdesc[512];
2783 char info2[256 * 3]; 2612 char info2[256 * 4];
2784 char *p = info; 2613 char *p = info;
2785 2614
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2787 count, 2616 count, uuid.seq,
2788 &name, 2617 &name,
2789 title ? " " : "", 2618 title ? "\",title:" : "",
2790 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2791 2621
2792 if (env) 2622 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2624
2795 if (map) 2625 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2627
2798 return info; 2628 return info;
2799} 2629}
2800 2630
2801const char * 2631const char *
2802object::debug_desc () const 2632object::debug_desc () const
2803{ 2633{
2804 static char info[256 * 3]; 2634 static char info[256 * 4];
2805 return debug_desc (info); 2635 return debug_desc (info);
2806} 2636}
2807 2637

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