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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 1.114 by root, Sun Jan 14 22:06:05 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 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
575 } 466 }
576 467
577 op->key_values = 0; 468 op->key_values = 0;
578} 469}
579 470
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 471/*
633 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 477 * will point at garbage.
639 */ 478 */
640void 479void
641copy_object (object *op2, object *op) 480object::copy_to (object *dst)
642{ 481{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 484
646 op2->clone (op); 485 *(object_copy *)dst = *this;
647 486
648 if (is_freed) 487 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
650 if (is_removed) 490 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
652 492
653 if (op2->speed < 0) 493 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 495
656 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
657 if (op2->key_values) 497 if (key_values)
658 { 498 {
659 key_value *tail = 0; 499 key_value *tail = 0;
660 key_value *i; 500 key_value *i;
661 501
662 op->key_values = 0; 502 dst->key_values = 0;
663 503
664 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
665 { 505 {
666 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
667 507
668 new_link->next = 0; 508 new_link->next = 0;
669 new_link->key = i->key; 509 new_link->key = i->key;
670 new_link->value = i->value; 510 new_link->value = i->value;
671 511
672 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
673 if (!op->key_values) 513 if (!dst->key_values)
674 { 514 {
675 op->key_values = new_link; 515 dst->key_values = new_link;
676 tail = new_link; 516 tail = new_link;
677 } 517 }
678 else 518 else
679 { 519 {
680 tail->next = new_link; 520 tail->next = new_link;
681 tail = new_link; 521 tail = new_link;
682 } 522 }
683 } 523 }
684 } 524 }
685 525
686 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
687} 535}
688 536
689/* 537/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
693 */ 541 */
694
695void 542void
696update_turn_face (object *op) 543update_turn_face (object *op)
697{ 544{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 546 return;
547
700 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
702} 550}
703 551
704/* 552/*
705 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
708 */ 556 */
709void 557void
710update_ob_speed (object *op) 558object::set_speed (float speed)
711{ 559{
712 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 561 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 563 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 564 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 565
737 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 567
741 if (op->active_next != NULL) 568 if (has_active_speed ())
742 op->active_next->active_prev = op; 569 activate ();
743
744 active_objects = op;
745 }
746 else 570 else
747 { 571 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 572}
771 573
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 574/*
804 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 578 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
811 * 582 *
812 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 584 * current action are:
818 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
823 */ 590 */
824
825void 591void
826update_object (object *op, int action) 592update_object (object *op, int action)
827{ 593{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
830 595
831 if (op == NULL) 596 if (op == NULL)
832 { 597 {
833 /* this should never happen */ 598 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 600 return;
836 } 601 }
837 602
838 if (op->env != NULL) 603 if (op->env)
839 { 604 {
840 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
841 * to do in this case. 606 * to do in this case.
842 */ 607 */
843 return; 608 return;
848 */ 613 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 615 return;
851 616
852 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 619 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 621#ifdef MANY_CORES
857 abort (); 622 abort ();
858#endif 623#endif
859 return; 624 return;
860 } 625 }
861 626
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
869 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
870 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 644 * to have move_allow right now.
894 */ 645 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 648 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 649 }
901 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 652 * that is being removed.
904 */ 653 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 655 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
909 else 658 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 660
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 661 if (op->more)
919 update_object (op->more, action); 662 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
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} 663}
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
678static int object_count;
679
956void object::link () 680void object::link ()
957{ 681{
958 count = ++ob_count; 682 assert (!index);//D
959 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
960 685
961 prev = 0; 686 refcnt_inc ();
962 next = objects; 687 objects.insert (this);
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968} 688}
969 689
970void object::unlink () 690void object::unlink ()
971{ 691{
972 //count = 0;//D 692 assert (index);//D
973 if (!prev && !next) return;//D 693 objects.erase (this);
694 refcnt_dec ();
695}
974 696
975 if (this == objects) 697void
976 objects = next; 698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
977 703
978 /* Remove this object from the list of used objects */ 704 if (has_active_speed ())
979 if (prev) prev->next = next; 705 actives.insert (this);
980 if (next) next->prev = prev; 706}
981 707
982 prev = 0; 708void
983 next = 0; 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 }
984} 801}
985 802
986object *object::create () 803object *object::create ()
987{ 804{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 805 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 (); 806 op->link ();
1002 return op; 807 return op;
1003} 808}
1004 809
1005/* 810void
1006 * free_object() frees everything allocated by an object, removes 811object::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{ 812{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this);
820
821 if (!flag [FLAG_REMOVED])
822 remove ();
823
824 destroy_inv (true);
825
826 deactivate ();
827 unlink ();
828
829 flag [FLAG_FREED] = 1;
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
859
860 // clear those pointers that likely might have circular references to us
861 owner = 0;
862 enemy = 0;
863 attacked_by = 0;
864}
865
866void
867object::destroy (bool destroy_inventory)
868{
869 if (destroyed ())
1018 return; 870 return;
1019 871
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 872 if (destroy_inventory)
1021 remove_friendly_object (this); 873 destroy_inv (false);
1022 874
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 875 attachable::destroy ();
1024 remove_ob (this);
1025
1026 SET_FLAG (this, FLAG_FREED);
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 {
1032 more->free (free_inventory);
1033 more = 0;
1034 }
1035
1036 if (inv)
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;
1079
1080 /* Remove object from the active list */
1081 speed = 0;
1082 update_ob_speed (this);
1083
1084 unlink ();
1085
1086 mortals.push_back (this);
1087} 876}
1088 877
1089/* 878/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1091 * 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)).
1092 */ 881 */
1093
1094void 882void
1095sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1096{ 884{
1097 while (op != NULL) 885 while (op != NULL)
1098 { 886 {
1099 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 889
1103 op->carrying -= weight; 890 op->carrying -= weight;
1104 op = op->env; 891 op = op->env;
1105 } 892 }
1106} 893}
1107 894
1108/* remove_ob(op): 895/* op->remove ():
1109 * This function removes the object op from the linked list of objects 896 * 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 897 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 900 * the previous environment.
1114 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1115 */ 902 */
1116
1117void 903void
1118remove_ob (object *op) 904object::remove ()
1119{ 905{
906 object *tmp, *last = 0;
1120 object * 907 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 908
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)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 910 return;
1139 911
1140 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1141 914
1142 if (op->more != NULL) 915 if (more)
1143 remove_ob (op->more); 916 more->remove ();
1144 917
1145 /* 918 /*
1146 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1147 * inventory. 920 * inventory.
1148 */ 921 */
1149 if (op->env != NULL) 922 if (env)
1150 { 923 {
1151 if (op->nrof) 924 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1153 else 926 else
1154 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1155 928
1156 /* 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
1157 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 931 * to save cpu time.
1159 */ 932 */
1160 if ((otmp = is_player_inv (op->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))
1161 fix_player (otmp); 934 otmp->update_stats ();
1162 935
1163 if (op->above != NULL) 936 if (above)
1164 op->above->below = op->below; 937 above->below = below;
1165 else 938 else
1166 op->env->inv = op->below; 939 env->inv = below;
1167 940
1168 if (op->below != NULL) 941 if (below)
1169 op->below->above = op->above; 942 below->above = above;
1170 943
1171 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1172 * 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
1173 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1174 */ 947 */
1175 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1176 op->map = op->env->map; 949 map = env->map;
1177 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1178 op->env = NULL; 951 env = 0;
1179 } 952 }
1180 else if (op->map) 953 else if (map)
1181 { 954 {
1182 x = op->x; 955 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 } 956 {
1196 957 --map->players;
1197 if (op->map != m) 958 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 */ 959 }
960
961 map->dirty = true;
1204 962
1205 /* link the object above us */ 963 /* link the object above us */
1206 if (op->above) 964 if (above)
1207 op->above->below = op->below; 965 above->below = below;
1208 else 966 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1210 968
1211 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1212 if (op->below) 970 if (below)
1213 op->below->above = op->above; 971 below->above = above;
1214 else 972 else
1215 { 973 {
1216 /* Nothing below, which means we need to relink map object for this space 974 /* 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 975 * use translated coordinates in case some oddness with map tiling is
1218 * evident 976 * evident
1219 */ 977 */
1220 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1221 { 979 {
1222 dump_object (op); 980 char *dump = dump_object (this);
1223 LOG (llevError, 981 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); 982 "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);
983 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1227 } 987 }
1228 988
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1230 } 990 }
1231 991
1232 op->above = 0; 992 above = 0;
1233 op->below = 0; 993 below = 0;
1234 994
1235 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1236 return; 996 return;
1237 997
1238 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 999
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1242 { 1001 {
1243 /* 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
1244 * being removed. 1003 * being removed.
1245 */ 1004 */
1246 1005
1247 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1248 { 1007 {
1249 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1251 * appropriately. 1010 * appropriately.
1252 */ 1011 */
1253 if (tmp->container == op) 1012 if (tmp->container == this)
1254 { 1013 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1015 tmp->container = 0;
1257 } 1016 }
1258 1017
1259 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1260 } 1020 }
1261 1021
1262 /* See if player moving off should effect something */ 1022 /* 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)) 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1026 {
1265 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1266 1028
1267 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1031 }
1272 1032
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1275 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1276 tmp->above = NULL; 1036 tmp->above = 0;
1277 1037
1278 last = tmp; 1038 last = tmp;
1279 } 1039 }
1280 1040
1281 /* 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?
1282 if (last == NULL) 1043 if (!last)
1283 { 1044 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 1045 else
1293 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1294 1047
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1297 } 1050 }
1298} 1051}
1299 1052
1300/* 1053/*
1301 * merge_ob(op,top): 1054 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1310{ 1063{
1311 if (!op->nrof) 1064 if (!op->nrof)
1312 return 0; 1065 return 0;
1313 1066
1314 if (top == NULL) 1067 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1316 1070
1317 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1318 { 1072 {
1319 if (top == op) 1073 if (top == op)
1320 continue; 1074 continue;
1321 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1322 { 1077 {
1323 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1324 1079
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1082 op->destroy ();
1328 free_object (op);
1329 return top; 1083 return top;
1330 } 1084 }
1331 } 1085 }
1332 1086
1333 return NULL; 1087 return 0;
1334} 1088}
1335 1089
1336/* 1090/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1339 */ 1093 */
1340object * 1094object *
1341insert_ob_in_map_at (object *op, mapstruct *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)
1342{ 1096{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1098 {
1350 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1352 } 1101 }
1353 1102
1372 * Return value: 1121 * Return value:
1373 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1124 * just 'op' otherwise
1376 */ 1125 */
1377
1378object * 1126object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1128{
1381 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1130 sint16 x, y;
1383 1131
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1385 { 1133 {
1386 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL; 1135 return NULL;
1388 } 1136 }
1389 1137
1390 if (m == NULL) 1138 if (!m)
1391 { 1139 {
1392 dump_object (op); 1140 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1394 return op; 1143 return op;
1395 } 1144 }
1396 1145
1397 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1398 { 1147 {
1399 dump_object (op); 1148 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1150#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1151 /* 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 1152 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1153 * improperly inserted.
1405 */ 1154 */
1406 abort (); 1155 abort ();
1407#endif 1156#endif
1157 free (dump);
1408 return op; 1158 return op;
1409 } 1159 }
1410 1160
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1162 {
1413 dump_object (op); 1163 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1415 return op; 1166 return op;
1416 } 1167 }
1417 1168
1418 if (op->more != NULL) 1169 if (op->more)
1419 { 1170 {
1420 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1421 1172
1422 object *more = op->more; 1173 object *more = op->more;
1423 1174
1424 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1425 * 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
1426 * 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
1427 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1428 */ 1179 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map) 1182 else if (!more->map)
1432 { 1183 {
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 { 1191 {
1441 if (!op->head) 1192 if (!op->head)
1442 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");
1443 1194
1444 return NULL; 1195 return 0;
1445 } 1196 }
1446 } 1197 }
1447 1198
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1200
1456 y = op->y; 1207 y = op->y;
1457 1208
1458 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1459 */ 1210 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1461 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)
1462 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1463 { 1214 {
1464 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1216 tmp->destroy ();
1466 free_object (tmp);
1467 } 1217 }
1468 1218
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1221
1484 op->below = originator->below; 1234 op->below = originator->below;
1485 1235
1486 if (op->below) 1236 if (op->below)
1487 op->below->above = op; 1237 op->below->above = op;
1488 else 1238 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1490 1240
1491 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1492 originator->below = op; 1242 originator->below = op;
1493 } 1243 }
1494 else 1244 else
1495 { 1245 {
1496 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1497 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))
1498 { 1248 {
1499 object *last = NULL; 1249 object *last = 0;
1500 1250
1501 /* 1251 /*
1502 * 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.
1503 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1504 * 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
1508 * 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
1509 * 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
1510 * 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
1511 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1512 */ 1262 */
1513
1514 while (top != NULL) 1263 while (top)
1515 { 1264 {
1516 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))
1517 floor = top; 1266 floor = top;
1518 1267
1519 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))
1540 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1291 * stacking is a bit odd.
1543 */ 1292 */
1544 if (!(flag & INS_ON_TOP) && 1293 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)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1295 {
1547 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1298 break;
1550 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1573 1322
1574 if (op->above) 1323 if (op->above)
1575 op->above->below = op; 1324 op->above->below = op;
1576 1325
1577 op->below = NULL; 1326 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1579 } 1328 }
1580 else 1329 else
1581 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1582 op->above = top->above; 1331 op->above = top->above;
1583 1332
1586 1335
1587 op->below = top; 1336 op->below = top;
1588 top->above = op; 1337 top->above = op;
1589 } 1338 }
1590 1339
1591 if (op->above == NULL) 1340 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1594 1343
1595 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1596 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;
1597 1352
1598 /* 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
1599 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1600 */ 1355 */
1601 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1602 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 ())
1603 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1605 1360
1606 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1607 * 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
1608 * 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
1609 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1610 * 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 -
1611 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1368 * of effect may be sufficient.
1614 */ 1369 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1617 1372
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1620 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1621 /* 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,
1622 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1623 * 1380 *
1624 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1384 * update_object().
1629 1386
1630 /* 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 */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1389 {
1633 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1634 return NULL; 1391 return 0;
1635 1392
1636 /* 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
1637 * walk on's. 1394 * walk on's.
1638 */ 1395 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1641 return NULL; 1398 return 0;
1642 } 1399 }
1643 1400
1644 return op; 1401 return op;
1645} 1402}
1646 1403
1647/* this function inserts an object in the map, but if it 1404/* 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. 1405 * 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. 1406 * op is the object to insert it under: supplies x and the map.
1650 */ 1407 */
1651void 1408void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1410{
1654 object * 1411 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1412
1659 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1660 1414
1661 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)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1417 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1418
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1420
1672 tmp1->x = op->x; 1421 tmp1->x = op->x;
1673 tmp1->y = op->y; 1422 tmp1->y = op->y;
1674 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);
1675} 1430}
1676 1431
1677/* 1432/*
1678 * 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
1679 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1680 * 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).
1681 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1437 * global static errmsg array.
1683 */ 1438 */
1684
1685object * 1439object *
1686get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1687{ 1441{
1688 object * 1442 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1444
1693 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1694 { 1446 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1448 return NULL;
1697 } 1449 }
1698 1450
1699 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1700 1452
1701 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1702 { 1454 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) 1455 else if (!is_removed)
1708 { 1456 {
1709 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 1479
1732object * 1480object *
1733decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1734{ 1482{
1735 object *tmp; 1483 object *tmp;
1736 player *pl;
1737 1484
1738 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1486 return op;
1740 1487
1741 if (i > op->nrof) 1488 if (i > op->nrof)
1742 i = op->nrof; 1489 i = op->nrof;
1743 1490
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1492 op->nrof -= i;
1746 else if (op->env != NULL) 1493 else if (op->env)
1747 { 1494 {
1748 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1749 * therein? 1496 * therein?
1750 */ 1497 */
1751 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1503 * and then searching the map for a player.
1757 */ 1504 */
1758 if (!tmp) 1505 if (!tmp)
1759 { 1506 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1762 break; 1510 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1511 }
1768 1512
1769 if (i < op->nrof) 1513 if (i < op->nrof)
1770 { 1514 {
1771 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1516 op->nrof -= i;
1773 if (tmp) 1517 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1776 }
1777 } 1519 }
1778 else 1520 else
1779 { 1521 {
1780 remove_ob (op); 1522 op->remove ();
1781 op->nrof = 0; 1523 op->nrof = 0;
1782 if (tmp) 1524 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1526 }
1787 } 1527 }
1788 else 1528 else
1789 { 1529 {
1790 object *above = op->above; 1530 object *above = op->above;
1791 1531
1792 if (i < op->nrof) 1532 if (i < op->nrof)
1793 op->nrof -= i; 1533 op->nrof -= i;
1794 else 1534 else
1795 { 1535 {
1796 remove_ob (op); 1536 op->remove ();
1797 op->nrof = 0; 1537 op->nrof = 0;
1798 } 1538 }
1799 1539
1800 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1803 { 1543 {
1804 if (op->nrof) 1544 if (op->nrof)
1805 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1806 else 1546 else
1810 1550
1811 if (op->nrof) 1551 if (op->nrof)
1812 return op; 1552 return op;
1813 else 1553 else
1814 { 1554 {
1815 free_object (op); 1555 op->destroy ();
1816 return NULL; 1556 return 0;
1817 } 1557 }
1818} 1558}
1819 1559
1820/* 1560/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1573 op->carrying += weight;
1834 op = op->env; 1574 op = op->env;
1835 } 1575 }
1836} 1576}
1837 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1838/* 1598/*
1839 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1840 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1841 * inside the object environment. 1601 * inside the object environment.
1842 * 1602 *
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 1603 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1850 */ 1605 */
1851 1606
1852object * 1607object *
1853insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1854{ 1609{
1855 object * 1610 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1611
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1613 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 1614
1879 if (op->more) 1615 if (op->more)
1880 { 1616 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1618 return op;
1884 1620
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1623 if (op->nrof)
1888 { 1624 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1891 { 1627 {
1892 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1629 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1897 */ 1633 */
1898 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1901 op = tmp; 1637 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1640 break;
1905 } 1641 }
1906 1642
1907 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1645 * (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 1646 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1647 * the linking below
1912 */ 1648 */
1913 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1914 } 1650 }
1915 else 1651 else
1916 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1917 1653
1918 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1657 otmp->update_stats ();
1923 }
1924 1658
1925 op->map = NULL; 1659 op->map = 0;
1926 op->env = where; 1660 op->env = this;
1927 op->above = NULL; 1661 op->above = 0;
1928 op->below = NULL; 1662 op->below = 0;
1929 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1930 1664
1931 /* 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 */
1932 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1933 { 1667 {
1934#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1935 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);
1936#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1939 } 1673 }
1940 1674
1941 /* 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.
1942 * It sure simplifies this function... 1676 * It sure simplifies this function...
1943 */ 1677 */
1944 if (where->inv == NULL) 1678 if (!inv)
1945 where->inv = op; 1679 inv = op;
1946 else 1680 else
1947 { 1681 {
1948 op->below = where->inv; 1682 op->below = inv;
1949 op->below->above = op; 1683 op->below->above = op;
1950 where->inv = op; 1684 inv = op;
1951 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1952 return op; 1689 return op;
1953} 1690}
1954 1691
1955/* 1692/*
1956 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1970 * 1707 *
1971 * 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
1972 * 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
1973 * on top. 1710 * on top.
1974 */ 1711 */
1975
1976int 1712int
1977check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1978{ 1714{
1979 object * 1715 object *tmp;
1980 tmp; 1716 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1987 1718
1988 MoveType 1719 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1720
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1722 return 0;
1995
1996 tag = op->count;
1997 1723
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 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); 1725 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); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1727
2017 1743
2018 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
2020 */ 1746 */
2021 1747
2022 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)
2023 { 1749 {
2024 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
2025 * 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,
2026 * we don't need to check all of them. 1752 * we don't need to check all of them.
2027 */ 1753 */
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 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)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1790 {
2065 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2066 1792
2067 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2068 return 1; 1794 return 1;
2069 1795
2070 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2082/* 1808/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2086 */ 1812 */
2087
2088object * 1813object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1815{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2095 { 1817 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1819 return NULL;
2098 } 1820 }
2099 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)
2100 if (tmp->arch == at) 1823 if (tmp->arch == at)
2101 return tmp; 1824 return tmp;
1825
2102 return NULL; 1826 return NULL;
2103} 1827}
2104 1828
2105/* 1829/*
2106 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2109 */ 1833 */
2110
2111object * 1834object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2113{ 1836{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2118 { 1838 {
2119 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1840 return NULL;
2121 } 1841 }
2122 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)
2123 if (tmp->type == type) 1844 if (tmp->type == type)
2124 return tmp; 1845 return tmp;
1846
2125 return NULL; 1847 return NULL;
2126} 1848}
2127 1849
2128/* 1850/*
2129 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2132 */ 1854 */
2133
2134object * 1855object *
2135present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2136{ 1857{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1859 if (tmp->type == type)
2142 return tmp; 1860 return tmp;
1861
2143 return NULL; 1862 return NULL;
2144} 1863}
2145 1864
2146/* 1865/*
2147 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2155 * 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
2156 * 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
2157 * 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
2158 * to be unique. 1877 * to be unique.
2159 */ 1878 */
2160
2161object * 1879object *
2162present_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)
2163{ 1881{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1884 return tmp;
2171 } 1885
2172 return NULL; 1886 return 0;
2173} 1887}
2174 1888
2175/* 1889/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2179 */ 1893 */
2180
2181object * 1894object *
2182present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2183{ 1896{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1898 if (tmp->arch == at)
2189 return tmp; 1899 return tmp;
1900
2190 return NULL; 1901 return NULL;
2191} 1902}
2192 1903
2193/* 1904/*
2194 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2195 */ 1906 */
2196void 1907void
2197flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2198{ 1909{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1910 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1912 {
2205 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2207 } 1915 }
2208} /* 1916}
1917
1918/*
2209 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2210 */ 1920 */
2211void 1921void
2212unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2213{ 1923{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1924 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1926 {
2220 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2222 } 1929 }
2223} 1930}
2226 * 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
2227 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2228 * 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
2229 * 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.
2230 */ 1937 */
2231
2232void 1938void
2233set_cheat (object *op) 1939set_cheat (object *op)
2234{ 1940{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2255 * 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
2256 * 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
2257 * 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
2258 * customized, changed states, etc. 1964 * customized, changed states, etc.
2259 */ 1965 */
2260
2261int 1966int
2262find_free_spot (const object *ob, mapstruct *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)
2263{ 1968{
2264 int
2265 i,
2266 index = 0, flag; 1969 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2269 1971
2270 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2271 { 1973 {
2272 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]);
2273 if (!flag) 1975 if (!flag)
2274 altern[index++] = i; 1976 altern [index++] = i;
2275 1977
2276 /* 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.
2277 * 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.
2278 * 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 -
2279 * 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
2280 * 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
2281 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2283 */ 1985 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 1987 stop = maxfree[i];
2286 } 1988 }
1989
2287 if (!index) 1990 if (!index)
2288 return -1; 1991 return -1;
1992
2289 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2290} 1994}
2291 1995
2292/* 1996/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2295 * 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.
2296 * 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.
2297 */ 2001 */
2298
2299int 2002int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2004{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 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]))
2308 return i; 2007 return i;
2309 } 2008
2310 return -1; 2009 return -1;
2311} 2010}
2312 2011
2313/* 2012/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2016 */
2317static void 2017static void
2318permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2319{ 2019{
2320 int 2020 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2021 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2022
2331 tmp = arr[i]; 2023 while (--end)
2332 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2025}
2336 2026
2337/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2028 * 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 2029 * 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. 2032 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2033 */
2344void 2034void
2345get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2346{ 2036{
2347 int 2037 int i;
2348 i;
2349 2038
2350 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2040 search_arr[i] = i;
2353 }
2354 2041
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2045}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * 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 2055 * 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 2056 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2057 * there is capable of.
2371 */ 2058 */
2372
2373int 2059int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2061{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2379 2063
2380 sint16 nx, ny; 2064 sint16 nx, ny;
2381 object * 2065 object *tmp;
2382 tmp; 2066 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2067
2386 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2387 2069
2388 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2389 { 2071 {
2401 mp = m; 2083 mp = m;
2402 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2404 2086
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2406 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2090 max = maxfree[i];
2409 }
2410 else 2091 else
2411 { 2092 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2413 2096
2414 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2098 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2419 { 2100 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2102 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))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2104 break;
2425 } 2105
2426 }
2427 if (tmp) 2106 if (tmp)
2428 {
2429 return freedir[i]; 2107 return freedir[i];
2430 }
2431 } 2108 }
2432 } 2109 }
2433 } 2110 }
2111
2434 return 0; 2112 return 0;
2435} 2113}
2436 2114
2437/* 2115/*
2438 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2117 * distance between the two given objects.
2440 */ 2118 */
2441
2442int 2119int
2443distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2444{ 2121{
2445 int
2446 i;
2447
2448 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);
2449 return i;
2450} 2123}
2451 2124
2452/* 2125/*
2453 * 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
2454 * 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
2455 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2456 */ 2129 */
2457
2458int 2130int
2459find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2460{ 2132{
2461 int 2133 int q;
2462 q;
2463 2134
2464 if (y) 2135 if (y)
2465 q = x * 100 / y; 2136 q = x * 100 / y;
2466 else if (x) 2137 else if (x)
2467 q = -300 * x; 2138 q = -300 * x;
2502int 2173int
2503absdir (int d) 2174absdir (int d)
2504{ 2175{
2505 while (d < 1) 2176 while (d < 1)
2506 d += 8; 2177 d += 8;
2178
2507 while (d > 8) 2179 while (d > 8)
2508 d -= 8; 2180 d -= 8;
2181
2509 return d; 2182 return d;
2510} 2183}
2511 2184
2512/* 2185/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2188 */
2516 2189
2517int 2190int
2518dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2519{ 2192{
2520 int 2193 int d;
2521 d;
2522 2194
2523 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2524 if (d > 4) 2196 if (d > 4)
2525 d = 8 - d; 2197 d = 8 - d;
2198
2526 return d; 2199 return d;
2527} 2200}
2528 2201
2529/* peterm: 2202/* peterm:
2530 * 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.
2533 * 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
2534 * 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.
2535 * 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
2536 * functions. 2209 * functions.
2537 */ 2210 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2266 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2597 */ 2268 */
2598
2599
2600int 2269int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2271{
2603 sint16 dx, dy; 2272 sint16 dx, dy;
2604 int
2605 mflags; 2273 int mflags;
2606 2274
2607 if (dir < 0) 2275 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2609 2277
2610 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2623 return 0; 2291 return 0;
2624 2292
2625 /* yes, can see. */ 2293 /* yes, can see. */
2626 if (dir < 9) 2294 if (dir < 9)
2627 return 1; 2295 return 1;
2296
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 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]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2300}
2631
2632
2633 2301
2634/* 2302/*
2635 * 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
2636 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (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)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2319}
2652 2320
2653
2654/* 2321/*
2655 * create clone from object to another 2322 * create clone from object to another
2656 */ 2323 */
2657object * 2324object *
2658object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2659{ 2326{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2328
2663 if (!asrc) 2329 if (!asrc)
2664 return NULL; 2330 return 0;
2331
2665 src = asrc; 2332 src = asrc;
2666 if (src->head) 2333 if (src->head)
2667 src = src->head; 2334 src = src->head;
2668 2335
2669 prev = NULL; 2336 prev = 0;
2670 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2671 { 2338 {
2672 tmp = get_object (); 2339 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2340 tmp->x -= src->x;
2675 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2676 if (!part->head) 2343 if (!part->head)
2677 { 2344 {
2678 dst = tmp; 2345 dst = tmp;
2679 tmp->head = NULL; 2346 tmp->head = 0;
2680 } 2347 }
2681 else 2348 else
2682 {
2683 tmp->head = dst; 2349 tmp->head = dst;
2684 } 2350
2685 tmp->more = NULL; 2351 tmp->more = 0;
2352
2686 if (prev) 2353 if (prev)
2687 prev->more = tmp; 2354 prev->more = tmp;
2355
2688 prev = tmp; 2356 prev = tmp;
2689 } 2357 }
2690 2358
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2361
2697 return dst; 2362 return dst;
2698} 2363}
2699 2364
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. */ 2365/* 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 */ 2366/* 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, */ 2367/* 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. */ 2368/* 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. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2720
2721object * 2371object *
2722load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2723{ 2373{
2724 object * 2374 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2728 2376
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2378
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2733 2380
2734 if (tempfile == NULL) 2381 if (tempfile == NULL)
2735 { 2382 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2384 return NULL;
2738 } 2385 }
2739 2386
2740 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2388 fclose (tempfile);
2742 2389
2743 op = get_object (); 2390 op = object::create ();
2744 2391
2745 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2746 2393
2747 if (thawer) 2394 if (thawer)
2748 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2405 * returns NULL if no match.
2759 */ 2406 */
2760object * 2407object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2409{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2412 return tmp;
2769 2413
2770 return NULL; 2414 return 0;
2771} 2415}
2772 2416
2773/* 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,
2774 * otherwise return NULL. 2418 * otherwise return NULL.
2775 * 2419 *
2777 * do the desired thing. 2421 * do the desired thing.
2778 */ 2422 */
2779key_value * 2423key_value *
2780get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2781{ 2425{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2427 if (link->key == key)
2788 {
2789 return link; 2428 return link;
2790 }
2791 }
2792 2429
2793 return NULL; 2430 return 0;
2794} 2431}
2795 2432
2796/* 2433/*
2797 * 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.
2798 * 2435 *
2838 * Returns TRUE on success. 2475 * Returns TRUE on success.
2839 */ 2476 */
2840int 2477int
2841set_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)
2842{ 2479{
2843 key_value *
2844 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2845 2481
2846 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2483 {
2848 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2849 { 2485 {
2877 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2878 2514
2879 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2880 2516
2881 if (!add_key) 2517 if (!add_key)
2882 {
2883 return FALSE; 2518 return FALSE;
2884 } 2519
2885 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2889 * should pass in "" 2524 * should pass in ""
2938 } 2573 }
2939 else 2574 else
2940 item = item->env; 2575 item = item->env;
2941} 2576}
2942 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
2943// 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
2944const char * 2608const char *
2945object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2946{ 2610{
2611 char flagdesc[512];
2947 char info2[256 * 3]; 2612 char info2[256 * 4];
2948 char *p = info; 2613 char *p = info;
2949 2614
2950 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}",
2951 count, 2616 count, uuid.seq,
2952 &name, 2617 &name,
2953 title ? " " : "", 2618 title ? "\",title:" : "",
2954 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2955 2621
2956 if (env) 2622 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2624
2959 if (map) 2625 if (map)
2960 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);
2961 2627
2962 return info; 2628 return info;
2963} 2629}
2964 2630
2965const char * 2631const char *
2966object::debug_desc () const 2632object::debug_desc () const
2967{ 2633{
2968 static char info[256 * 3]; 2634 static char info[256 * 4];
2969 return debug_desc (info); 2635 return debug_desc (info);
2970} 2636}
2971 2637
2638const char *
2639object::debug_desc2 () const
2640{
2641 static char info[256 * 4];
2642 return debug_desc (info);
2643}
2644

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