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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
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. */
28#include <global.h> 28#include <global.h>
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}
554 } 466 }
555 467
556 op->key_values = 0; 468 op->key_values = 0;
557} 469}
558 470
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 471/*
611 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 477 * will point at garbage.
617 */ 478 */
618void 479void
619copy_object (object *op2, object *op) 480object::copy_to (object *dst)
620{ 481{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 484
624 op2->clone (op); 485 *(object_copy *)dst = *this;
625 486
626 if (is_freed) 487 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
628 if (is_removed) 490 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
630 492
631 if (op2->speed < 0) 493 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 495
634 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
635 if (op2->key_values) 497 if (key_values)
636 { 498 {
637 key_value *tail = 0; 499 key_value *tail = 0;
638 key_value *i; 500 key_value *i;
639 501
640 op->key_values = 0; 502 dst->key_values = 0;
641 503
642 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
643 { 505 {
644 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
645 507
646 new_link->next = 0; 508 new_link->next = 0;
647 new_link->key = i->key; 509 new_link->key = i->key;
648 new_link->value = i->value; 510 new_link->value = i->value;
649 511
650 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
651 if (!op->key_values) 513 if (!dst->key_values)
652 { 514 {
653 op->key_values = new_link; 515 dst->key_values = new_link;
654 tail = new_link; 516 tail = new_link;
655 } 517 }
656 else 518 else
657 { 519 {
658 tail->next = new_link; 520 tail->next = new_link;
659 tail = new_link; 521 tail = new_link;
660 } 522 }
661 } 523 }
662 } 524 }
663 525
664 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;
665} 535}
666 536
667/* 537/*
668 * 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
669 * 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
670 * 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.
671 */ 541 */
672
673void 542void
674update_turn_face (object *op) 543update_turn_face (object *op)
675{ 544{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 546 return;
547
678 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
680} 550}
681 551
682/* 552/*
683 * 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
684 * 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.
685 * 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.
686 */ 556 */
687void 557void
688update_ob_speed (object *op) 558object::set_speed (float speed)
689{ 559{
690 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 561 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 563 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 564 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 565
715 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 567
719 if (op->active_next != NULL) 568 if (has_active_speed ())
720 op->active_next->active_prev = op; 569 activate ();
721
722 active_objects = op;
723 }
724 else 570 else
725 { 571 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 572}
749 573
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 574/*
782 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 578 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
789 * 582 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 584 * current action are:
796 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
801 */ 590 */
802
803void 591void
804update_object (object *op, int action) 592update_object (object *op, int action)
805{ 593{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
808 595
809 if (op == NULL) 596 if (op == NULL)
810 { 597 {
811 /* this should never happen */ 598 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 600 return;
814 } 601 }
815 602
816 if (op->env != NULL) 603 if (op->env)
817 { 604 {
818 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
819 * to do in this case. 606 * to do in this case.
820 */ 607 */
821 return; 608 return;
826 */ 613 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 615 return;
829 616
830 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
831 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)
832 { 619 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 621#ifdef MANY_CORES
835 abort (); 622 abort ();
836#endif 623#endif
837 return; 624 return;
838 } 625 }
839 626
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
847 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
848 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* 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
871 * to have move_allow right now. 644 * to have move_allow right now.
872 */ 645 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 648 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 649 }
879 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 652 * that is being removed.
882 */ 653 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 655 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
887 else 658 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 660
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 661 if (op->more)
897 update_object (op->more, action); 662 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 663}
921 664
922object::object () 665object::object ()
923{ 666{
924 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
930object::~object () 673object::~object ()
931{ 674{
932 free_key_values (this); 675 free_key_values (this);
933} 676}
934 677
678static int object_count;
679
935void object::link () 680void object::link ()
936{ 681{
937 count = ++ob_count; 682 assert (!index);//D
938 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
939 685
940 prev = 0; 686 refcnt_inc ();
941 next = objects; 687 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 688}
948 689
949void object::unlink () 690void object::unlink ()
950{ 691{
951 //count = 0;//D 692 assert (index);//D
952 if (!prev && !next) return;//D 693 objects.erase (this);
694 refcnt_dec ();
695}
953 696
954 if (this == objects) 697void
955 objects = next; 698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
956 703
957 /* Remove this object from the list of used objects */ 704 if (has_active_speed ())
958 if (prev) prev->next = next; 705 actives.insert (this);
959 if (next) next->prev = prev; 706}
960 707
961 prev = 0; 708void
962 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 }
963} 801}
964 802
965object *object::create () 803object *object::create ()
966{ 804{
967 object *op = new object; 805 object *op = new object;
968 op->link (); 806 op->link ();
969 return op; 807 return op;
970} 808}
971 809
972/* 810void
973 * free_object() frees everything allocated by an object, removes 811object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 812{
984 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 ())
985 return; 870 return;
986 871
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 872 if (destroy_inventory)
988 remove_friendly_object (this); 873 destroy_inv (false);
989 874
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 875 attachable::destroy ();
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 876}
1053 877
1054/* 878/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1056 * 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)).
1057 */ 881 */
1058
1059void 882void
1060sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1061{ 884{
1062 while (op != NULL) 885 while (op != NULL)
1063 { 886 {
1064 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 889
1068 op->carrying -= weight; 890 op->carrying -= weight;
1069 op = op->env; 891 op = op->env;
1070 } 892 }
1071} 893}
1072 894
1073/* remove_ob(op): 895/* op->remove ():
1074 * 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
1075 * 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
1076 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 900 * the previous environment.
1079 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1080 */ 902 */
1081
1082void 903void
1083remove_ob (object *op) 904object::remove ()
1084{ 905{
906 object *tmp, *last = 0;
1085 object * 907 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 908
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 910 return;
1104 911
1105 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1106 914
1107 if (op->more != NULL) 915 if (more)
1108 remove_ob (op->more); 916 more->remove ();
1109 917
1110 /* 918 /*
1111 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1112 * inventory. 920 * inventory.
1113 */ 921 */
1114 if (op->env != NULL) 922 if (env)
1115 { 923 {
1116 if (op->nrof) 924 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1118 else 926 else
1119 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1120 928
1121 /* 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
1122 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 931 * to save cpu time.
1124 */ 932 */
1125 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))
1126 fix_player (otmp); 934 otmp->update_stats ();
1127 935
1128 if (op->above != NULL) 936 if (above)
1129 op->above->below = op->below; 937 above->below = below;
1130 else 938 else
1131 op->env->inv = op->below; 939 env->inv = below;
1132 940
1133 if (op->below != NULL) 941 if (below)
1134 op->below->above = op->above; 942 below->above = above;
1135 943
1136 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1137 * 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
1138 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1139 */ 947 */
1140 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1141 op->map = op->env->map; 949 map = env->map;
1142 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1143 op->env = NULL; 951 env = 0;
1144 } 952 }
1145 else if (op->map) 953 else if (map)
1146 { 954 {
1147 x = op->x; 955 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 956 {
1161 957 --map->players;
1162 if (op->map != m) 958 map->touch ();
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 959 }
960
961 map->dirty = true;
1169 962
1170 /* link the object above us */ 963 /* link the object above us */
1171 if (op->above) 964 if (above)
1172 op->above->below = op->below; 965 above->below = below;
1173 else 966 else
1174 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 */
1175 968
1176 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1177 if (op->below) 970 if (below)
1178 op->below->above = op->above; 971 below->above = above;
1179 else 972 else
1180 { 973 {
1181 /* 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
1182 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1183 * evident 976 * evident
1184 */ 977 */
1185 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1186 { 979 {
1187 dump_object (op); 980 char *dump = dump_object (this);
1188 LOG (llevError, 981 LOG (llevError,
1189 "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);
1190 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1192 } 987 }
1193 988
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1195 } 990 }
1196 991
1197 op->above = 0; 992 above = 0;
1198 op->below = 0; 993 below = 0;
1199 994
1200 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1201 return; 996 return;
1202 997
1203 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 999
1206 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)
1207 { 1001 {
1208 /* 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
1209 * being removed. 1003 * being removed.
1210 */ 1004 */
1211 1005
1212 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1213 { 1007 {
1214 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1216 * appropriately. 1010 * appropriately.
1217 */ 1011 */
1218 if (tmp->container == op) 1012 if (tmp->container == this)
1219 { 1013 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1015 tmp->container = 0;
1222 } 1016 }
1223 1017
1224 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1225 } 1020 }
1226 1021
1227 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1228 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))
1229 { 1026 {
1230 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1231 1028
1232 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1233 {
1234 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 ());
1235 }
1236 } 1031 }
1237 1032
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1241 tmp->above = NULL; 1036 tmp->above = 0;
1242 1037
1243 last = tmp; 1038 last = tmp;
1244 } 1039 }
1245 1040
1246 /* 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?
1247 if (last == NULL) 1043 if (!last)
1248 { 1044 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1045 else
1258 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1259 1047
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1262 } 1050 }
1263} 1051}
1264 1052
1265/* 1053/*
1266 * merge_ob(op,top): 1054 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1275{ 1063{
1276 if (!op->nrof) 1064 if (!op->nrof)
1277 return 0; 1065 return 0;
1278 1066
1279 if (top == NULL) 1067 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1281 1070
1282 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1283 { 1072 {
1284 if (top == op) 1073 if (top == op)
1285 continue; 1074 continue;
1286 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1287 { 1077 {
1288 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1289 1079
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1082 op->destroy ();
1293 free_object (op);
1294 return top; 1083 return top;
1295 } 1084 }
1296 } 1085 }
1297 1086
1298 return NULL; 1087 return 0;
1299} 1088}
1300 1089
1301/* 1090/*
1302 * 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
1303 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1304 */ 1093 */
1305object * 1094object *
1306insert_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)
1307{ 1096{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1098 {
1315 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1317 } 1101 }
1318 1102
1337 * Return value: 1121 * Return value:
1338 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1124 * just 'op' otherwise
1341 */ 1125 */
1342
1343object * 1126object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1128{
1346 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1130 sint16 x, y;
1348 1131
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1350 { 1133 {
1351 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL; 1135 return NULL;
1353 } 1136 }
1354 1137
1355 if (m == NULL) 1138 if (!m)
1356 { 1139 {
1357 dump_object (op); 1140 char *dump = dump_object (op);
1358 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);
1359 return op; 1143 return op;
1360 } 1144 }
1361 1145
1362 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1363 { 1147 {
1364 dump_object (op); 1148 char *dump = dump_object (op);
1365 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);
1366#ifdef MANY_CORES 1150#ifdef MANY_CORES
1367 /* 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
1368 * 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
1369 * improperly inserted. 1153 * improperly inserted.
1370 */ 1154 */
1371 abort (); 1155 abort ();
1372#endif 1156#endif
1157 free (dump);
1373 return op; 1158 return op;
1374 } 1159 }
1375 1160
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1162 {
1378 dump_object (op); 1163 char *dump = dump_object (op);
1379 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);
1380 return op; 1166 return op;
1381 } 1167 }
1382 1168
1383 if (op->more != NULL) 1169 if (op->more)
1384 { 1170 {
1385 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1386 1172
1387 object *more = op->more; 1173 object *more = op->more;
1388 1174
1389 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1390 * 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
1391 * 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
1392 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1393 */ 1179 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map) 1182 else if (!more->map)
1397 { 1183 {
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1191 {
1406 if (!op->head) 1192 if (!op->head)
1407 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");
1408 1194
1409 return NULL; 1195 return 0;
1410 } 1196 }
1411 } 1197 }
1412 1198
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1200
1421 y = op->y; 1207 y = op->y;
1422 1208
1423 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1424 */ 1210 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1426 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)
1427 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1428 { 1214 {
1429 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1216 tmp->destroy ();
1431 free_object (tmp);
1432 } 1217 }
1433 1218
1434 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 */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1221
1449 op->below = originator->below; 1234 op->below = originator->below;
1450 1235
1451 if (op->below) 1236 if (op->below)
1452 op->below->above = op; 1237 op->below->above = op;
1453 else 1238 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1455 1240
1456 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1457 originator->below = op; 1242 originator->below = op;
1458 } 1243 }
1459 else 1244 else
1460 { 1245 {
1461 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1462 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))
1463 { 1248 {
1464 object *last = NULL; 1249 object *last = 0;
1465 1250
1466 /* 1251 /*
1467 * 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.
1468 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1469 * 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
1473 * 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
1474 * 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
1475 * 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
1476 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1477 */ 1262 */
1478
1479 while (top != NULL) 1263 while (top)
1480 { 1264 {
1481 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))
1482 floor = top; 1266 floor = top;
1483 1267
1484 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))
1505 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1291 * stacking is a bit odd.
1508 */ 1292 */
1509 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1510 (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))
1511 { 1295 {
1512 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1298 break;
1515 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 1322
1539 if (op->above) 1323 if (op->above)
1540 op->above->below = op; 1324 op->above->below = op;
1541 1325
1542 op->below = NULL; 1326 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1544 } 1328 }
1545 else 1329 else
1546 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1547 op->above = top->above; 1331 op->above = top->above;
1548 1332
1551 1335
1552 op->below = top; 1336 op->below = top;
1553 top->above = op; 1337 top->above = op;
1554 } 1338 }
1555 1339
1556 if (op->above == NULL) 1340 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1559 1343
1560 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1561 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;
1562 1352
1563 /* 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
1564 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1565 */ 1355 */
1566 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1567 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 ())
1568 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1570 1360
1571 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1572 * 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
1573 * 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
1574 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1575 * 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 -
1576 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1368 * of effect may be sufficient.
1579 */ 1369 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1582 1372
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1585 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1586 /* 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,
1587 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1588 * 1380 *
1589 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1384 * update_object().
1594 1386
1595 /* 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 */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1389 {
1598 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1599 return NULL; 1391 return 0;
1600 1392
1601 /* 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
1602 * walk on's. 1394 * walk on's.
1603 */ 1395 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1606 return NULL; 1398 return 0;
1607 } 1399 }
1608 1400
1609 return op; 1401 return op;
1610} 1402}
1611 1403
1612/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1613 * 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.
1614 * 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.
1615 */ 1407 */
1616void 1408void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1410{
1619 object * 1411 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1412
1624 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1625 1414
1626 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)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1417 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1418
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1420
1637 tmp1->x = op->x; 1421 tmp1->x = op->x;
1638 tmp1->y = op->y; 1422 tmp1->y = op->y;
1639 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);
1640} 1430}
1641 1431
1642/* 1432/*
1643 * 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
1644 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1645 * 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).
1646 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1437 * global static errmsg array.
1648 */ 1438 */
1649
1650object * 1439object *
1651get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1652{ 1441{
1653 object * 1442 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1444
1658 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1659 { 1446 {
1660 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);
1661 return NULL; 1448 return NULL;
1662 } 1449 }
1663 1450
1664 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1665 1452
1666 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1667 { 1454 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1455 else if (!is_removed)
1673 { 1456 {
1674 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 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)
1696 1479
1697object * 1480object *
1698decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1699{ 1482{
1700 object *tmp; 1483 object *tmp;
1701 player *pl;
1702 1484
1703 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1486 return op;
1705 1487
1706 if (i > op->nrof) 1488 if (i > op->nrof)
1707 i = op->nrof; 1489 i = op->nrof;
1708 1490
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1492 op->nrof -= i;
1711 else if (op->env != NULL) 1493 else if (op->env)
1712 { 1494 {
1713 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1714 * therein? 1496 * therein?
1715 */ 1497 */
1716 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1503 * and then searching the map for a player.
1722 */ 1504 */
1723 if (!tmp) 1505 if (!tmp)
1724 { 1506 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1727 break; 1510 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1511 }
1733 1512
1734 if (i < op->nrof) 1513 if (i < op->nrof)
1735 { 1514 {
1736 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1516 op->nrof -= i;
1738 if (tmp) 1517 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1741 }
1742 } 1519 }
1743 else 1520 else
1744 { 1521 {
1745 remove_ob (op); 1522 op->remove ();
1746 op->nrof = 0; 1523 op->nrof = 0;
1747 if (tmp) 1524 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1526 }
1752 } 1527 }
1753 else 1528 else
1754 { 1529 {
1755 object *above = op->above; 1530 object *above = op->above;
1756 1531
1757 if (i < op->nrof) 1532 if (i < op->nrof)
1758 op->nrof -= i; 1533 op->nrof -= i;
1759 else 1534 else
1760 { 1535 {
1761 remove_ob (op); 1536 op->remove ();
1762 op->nrof = 0; 1537 op->nrof = 0;
1763 } 1538 }
1764 1539
1765 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1768 { 1543 {
1769 if (op->nrof) 1544 if (op->nrof)
1770 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1771 else 1546 else
1775 1550
1776 if (op->nrof) 1551 if (op->nrof)
1777 return op; 1552 return op;
1778 else 1553 else
1779 { 1554 {
1780 free_object (op); 1555 op->destroy ();
1781 return NULL; 1556 return 0;
1782 } 1557 }
1783} 1558}
1784 1559
1785/* 1560/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1573 op->carrying += weight;
1799 op = op->env; 1574 op = op->env;
1800 } 1575 }
1801} 1576}
1802 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
1803/* 1598/*
1804 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1805 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1806 * inside the object environment. 1601 * inside the object environment.
1807 * 1602 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * 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
1814 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1815 */ 1605 */
1816 1606
1817object * 1607object *
1818insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1819{ 1609{
1820 object * 1610 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1611
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1613 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1614
1844 if (op->more) 1615 if (op->more)
1845 { 1616 {
1846 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);
1847 return op; 1618 return op;
1849 1620
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1623 if (op->nrof)
1853 { 1624 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1856 { 1627 {
1857 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1629 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1862 */ 1633 */
1863 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1866 op = tmp; 1637 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1640 break;
1870 } 1641 }
1871 1642
1872 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1875 * 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
1876 * the linking below 1647 * the linking below
1877 */ 1648 */
1878 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1879 } 1650 }
1880 else 1651 else
1881 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1882 1653
1883 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1657 otmp->update_stats ();
1888 }
1889 1658
1890 op->map = NULL; 1659 op->map = 0;
1891 op->env = where; 1660 op->env = this;
1892 op->above = NULL; 1661 op->above = 0;
1893 op->below = NULL; 1662 op->below = 0;
1894 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1895 1664
1896 /* 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 */
1897 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1898 { 1667 {
1899#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1900 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);
1901#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1904 } 1673 }
1905 1674
1906 /* 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.
1907 * It sure simplifies this function... 1676 * It sure simplifies this function...
1908 */ 1677 */
1909 if (where->inv == NULL) 1678 if (!inv)
1910 where->inv = op; 1679 inv = op;
1911 else 1680 else
1912 { 1681 {
1913 op->below = where->inv; 1682 op->below = inv;
1914 op->below->above = op; 1683 op->below->above = op;
1915 where->inv = op; 1684 inv = op;
1916 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1917 return op; 1689 return op;
1918} 1690}
1919 1691
1920/* 1692/*
1921 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1935 * 1707 *
1936 * 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
1937 * 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
1938 * on top. 1710 * on top.
1939 */ 1711 */
1940
1941int 1712int
1942check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1943{ 1714{
1944 object * 1715 object *tmp;
1945 tmp; 1716 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1952 1718
1953 MoveType 1719 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1720
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1722 return 0;
1960
1961 tag = op->count;
1962 1723
1963 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);
1964 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);
1965 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);
1966 1727
1982 1743
1983 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1985 */ 1746 */
1986 1747
1987 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)
1988 { 1749 {
1989 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1990 * 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,
1991 * we don't need to check all of them. 1752 * we don't need to check all of them.
1992 */ 1753 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((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))
2029 { 1790 {
2030 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2031 1792
2032 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2033 return 1; 1794 return 1;
2034 1795
2035 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2047/* 1808/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2051 */ 1812 */
2052
2053object * 1813object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1815{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2060 { 1817 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1819 return NULL;
2063 } 1820 }
2064 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)
2065 if (tmp->arch == at) 1823 if (tmp->arch == at)
2066 return tmp; 1824 return tmp;
1825
2067 return NULL; 1826 return NULL;
2068} 1827}
2069 1828
2070/* 1829/*
2071 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2074 */ 1833 */
2075
2076object * 1834object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2078{ 1836{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2083 { 1838 {
2084 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1840 return NULL;
2086 } 1841 }
2087 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)
2088 if (tmp->type == type) 1844 if (tmp->type == type)
2089 return tmp; 1845 return tmp;
1846
2090 return NULL; 1847 return NULL;
2091} 1848}
2092 1849
2093/* 1850/*
2094 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2097 */ 1854 */
2098
2099object * 1855object *
2100present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2101{ 1857{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1859 if (tmp->type == type)
2107 return tmp; 1860 return tmp;
1861
2108 return NULL; 1862 return NULL;
2109} 1863}
2110 1864
2111/* 1865/*
2112 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2120 * 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
2121 * 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
2122 * 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
2123 * to be unique. 1877 * to be unique.
2124 */ 1878 */
2125
2126object * 1879object *
2127present_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)
2128{ 1881{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1884 return tmp;
2136 } 1885
2137 return NULL; 1886 return 0;
2138} 1887}
2139 1888
2140/* 1889/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2144 */ 1893 */
2145
2146object * 1894object *
2147present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2148{ 1896{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1898 if (tmp->arch == at)
2154 return tmp; 1899 return tmp;
1900
2155 return NULL; 1901 return NULL;
2156} 1902}
2157 1903
2158/* 1904/*
2159 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2160 */ 1906 */
2161void 1907void
2162flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2163{ 1909{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1910 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1912 {
2170 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2172 } 1915 }
2173} /* 1916}
1917
1918/*
2174 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2175 */ 1920 */
2176void 1921void
2177unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2178{ 1923{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1924 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1926 {
2185 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2187 } 1929 }
2188} 1930}
2191 * 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
2192 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2193 * 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
2194 * 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.
2195 */ 1937 */
2196
2197void 1938void
2198set_cheat (object *op) 1939set_cheat (object *op)
2199{ 1940{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2220 * 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
2221 * 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
2222 * 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
2223 * customized, changed states, etc. 1964 * customized, changed states, etc.
2224 */ 1965 */
2225
2226int 1966int
2227find_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)
2228{ 1968{
2229 int
2230 i,
2231 index = 0, flag; 1969 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2234 1971
2235 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2236 { 1973 {
2237 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]);
2238 if (!flag) 1975 if (!flag)
2239 altern[index++] = i; 1976 altern [index++] = i;
2240 1977
2241 /* 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.
2242 * 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.
2243 * 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 -
2244 * 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
2245 * 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
2246 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2248 */ 1985 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 1987 stop = maxfree[i];
2251 } 1988 }
1989
2252 if (!index) 1990 if (!index)
2253 return -1; 1991 return -1;
1992
2254 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2255} 1994}
2256 1995
2257/* 1996/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2260 * 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.
2261 * 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.
2262 */ 2001 */
2263
2264int 2002int
2265find_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)
2266{ 2004{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 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]))
2273 return i; 2007 return i;
2274 } 2008
2275 return -1; 2009 return -1;
2276} 2010}
2277 2011
2278/* 2012/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2016 */
2282static void 2017static void
2283permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2284{ 2019{
2285 int 2020 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2021 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2022
2296 tmp = arr[i]; 2023 while (--end)
2297 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2025}
2301 2026
2302/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2304 * 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
2307 * 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.
2308 */ 2033 */
2309void 2034void
2310get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2311{ 2036{
2312 int 2037 int i;
2313 i;
2314 2038
2315 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2040 search_arr[i] = i;
2318 }
2319 2041
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2045}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * 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
2334 * 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
2335 * there is capable of. 2057 * there is capable of.
2336 */ 2058 */
2337
2338int 2059int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2061{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2344 2063
2345 sint16 nx, ny; 2064 sint16 nx, ny;
2346 object * 2065 object *tmp;
2347 tmp; 2066 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2067
2351 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2352 2069
2353 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2354 { 2071 {
2366 mp = m; 2083 mp = m;
2367 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2369 2086
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2371 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2090 max = maxfree[i];
2374 }
2375 else 2091 else
2376 { 2092 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2378 2096
2379 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2098 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2384 { 2100 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2104 break;
2390 } 2105
2391 }
2392 if (tmp) 2106 if (tmp)
2393 {
2394 return freedir[i]; 2107 return freedir[i];
2395 }
2396 } 2108 }
2397 } 2109 }
2398 } 2110 }
2111
2399 return 0; 2112 return 0;
2400} 2113}
2401 2114
2402/* 2115/*
2403 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2117 * distance between the two given objects.
2405 */ 2118 */
2406
2407int 2119int
2408distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2409{ 2121{
2410 int
2411 i;
2412
2413 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);
2414 return i;
2415} 2123}
2416 2124
2417/* 2125/*
2418 * 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
2419 * 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
2420 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2421 */ 2129 */
2422
2423int 2130int
2424find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2425{ 2132{
2426 int 2133 int q;
2427 q;
2428 2134
2429 if (y) 2135 if (y)
2430 q = x * 100 / y; 2136 q = x * 100 / y;
2431 else if (x) 2137 else if (x)
2432 q = -300 * x; 2138 q = -300 * x;
2457 2163
2458 return 3; 2164 return 3;
2459} 2165}
2460 2166
2461/* 2167/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475}
2476
2477/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2169 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2170 */
2481
2482int 2171int
2483dirdiff (int dir1, int dir2) 2172dirdiff (int dir1, int dir2)
2484{ 2173{
2485 int 2174 int d;
2486 d;
2487 2175
2488 d = abs (dir1 - dir2); 2176 d = abs (dir1 - dir2);
2489 if (d > 4) 2177 if (d > 4)
2490 d = 8 - d; 2178 d = 8 - d;
2179
2491 return d; 2180 return d;
2492} 2181}
2493 2182
2494/* peterm: 2183/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2184 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2187 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2188 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2189 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2190 * functions.
2502 */ 2191 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2192int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2193 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2194 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2195 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2196 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2197 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2245 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2246 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2247 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2248 * Modified to be map tile aware -.MSW
2562 */ 2249 */
2563
2564
2565int 2250int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2251can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2252{
2568 sint16 dx, dy; 2253 sint16 dx, dy;
2569 int
2570 mflags; 2254 int mflags;
2571 2255
2572 if (dir < 0) 2256 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2257 return 0; /* exit condition: invalid direction */
2574 2258
2575 dx = x + freearr_x[dir]; 2259 dx = x + freearr_x[dir];
2588 return 0; 2272 return 0;
2589 2273
2590 /* yes, can see. */ 2274 /* yes, can see. */
2591 if (dir < 9) 2275 if (dir < 9)
2592 return 1; 2276 return 1;
2277
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2278 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2279 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2280 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2281}
2596
2597
2598 2282
2599/* 2283/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2284 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2285 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2286 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2299 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2300}
2617 2301
2618
2619/* 2302/*
2620 * create clone from object to another 2303 * create clone from object to another
2621 */ 2304 */
2622object * 2305object *
2623object_create_clone (object *asrc) 2306object_create_clone (object *asrc)
2624{ 2307{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2308 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2309
2628 if (!asrc) 2310 if (!asrc)
2629 return NULL; 2311 return 0;
2312
2630 src = asrc; 2313 src = asrc;
2631 if (src->head) 2314 if (src->head)
2632 src = src->head; 2315 src = src->head;
2633 2316
2634 prev = NULL; 2317 prev = 0;
2635 for (part = src; part; part = part->more) 2318 for (part = src; part; part = part->more)
2636 { 2319 {
2637 tmp = get_object (); 2320 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2321 tmp->x -= src->x;
2640 tmp->y -= src->y; 2322 tmp->y -= src->y;
2323
2641 if (!part->head) 2324 if (!part->head)
2642 { 2325 {
2643 dst = tmp; 2326 dst = tmp;
2644 tmp->head = NULL; 2327 tmp->head = 0;
2645 } 2328 }
2646 else 2329 else
2647 {
2648 tmp->head = dst; 2330 tmp->head = dst;
2649 } 2331
2650 tmp->more = NULL; 2332 tmp->more = 0;
2333
2651 if (prev) 2334 if (prev)
2652 prev->more = tmp; 2335 prev->more = tmp;
2336
2653 prev = tmp; 2337 prev = tmp;
2654 } 2338 }
2655 2339
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2340 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2341 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2342
2662 return dst; 2343 return dst;
2663} 2344}
2664 2345
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */ 2346/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */ 2347/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */ 2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */ 2349/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */ 2350/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2351/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2352object *
2687load_object_str (const char *obstr) 2353load_object_str (const char *obstr)
2688{ 2354{
2689 object * 2355 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2356 char filename[MAX_BUF];
2693 2357
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2359
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2360 FILE *tempfile = fopen (filename, "w");
2698 2361
2699 if (tempfile == NULL) 2362 if (tempfile == NULL)
2700 { 2363 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2365 return NULL;
2703 } 2366 }
2704 2367
2705 fprintf (tempfile, obstr); 2368 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2369 fclose (tempfile);
2707 2370
2708 op = get_object (); 2371 op = object::create ();
2709 2372
2710 object_thawer thawer (filename); 2373 object_thawer thawer (filename);
2711 2374
2712 if (thawer) 2375 if (thawer)
2713 load_object (thawer, op, 0); 2376 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2386 * returns NULL if no match.
2724 */ 2387 */
2725object * 2388object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2389find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2390{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2391 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2392 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2393 return tmp;
2734 2394
2735 return NULL; 2395 return 0;
2736} 2396}
2737 2397
2738/* If ob has a field named key, return the link from the list, 2398/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2399 * otherwise return NULL.
2740 * 2400 *
2742 * do the desired thing. 2402 * do the desired thing.
2743 */ 2403 */
2744key_value * 2404key_value *
2745get_ob_key_link (const object *ob, const char *key) 2405get_ob_key_link (const object *ob, const char *key)
2746{ 2406{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2407 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2408 if (link->key == key)
2753 {
2754 return link; 2409 return link;
2755 }
2756 }
2757 2410
2758 return NULL; 2411 return 0;
2759} 2412}
2760 2413
2761/* 2414/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2415 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2416 *
2803 * Returns TRUE on success. 2456 * Returns TRUE on success.
2804 */ 2457 */
2805int 2458int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2459set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2460{
2808 key_value *
2809 field = NULL, *last = NULL; 2461 key_value *field = NULL, *last = NULL;
2810 2462
2811 for (field = op->key_values; field != NULL; field = field->next) 2463 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2464 {
2813 if (field->key != canonical_key) 2465 if (field->key != canonical_key)
2814 { 2466 {
2842 /* IF we get here, key doesn't exist */ 2494 /* IF we get here, key doesn't exist */
2843 2495
2844 /* No field, we'll have to add it. */ 2496 /* No field, we'll have to add it. */
2845 2497
2846 if (!add_key) 2498 if (!add_key)
2847 {
2848 return FALSE; 2499 return FALSE;
2849 } 2500
2850 /* There isn't any good reason to store a null 2501 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2502 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2503 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2504 * be here. If user wants to store empty strings,
2854 * should pass in "" 2505 * should pass in ""
2903 } 2554 }
2904 else 2555 else
2905 item = item->env; 2556 item = item->env;
2906} 2557}
2907 2558
2559
2560const char *
2561object::flag_desc (char *desc, int len) const
2562{
2563 char *p = desc;
2564 bool first = true;
2565
2566 *p = 0;
2567
2568 for (int i = 0; i < NUM_FLAGS; i++)
2569 {
2570 if (len <= 10) // magic constant!
2571 {
2572 snprintf (p, len, ",...");
2573 break;
2574 }
2575
2576 if (flag [i])
2577 {
2578 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2579 len -= cnt;
2580 p += cnt;
2581 first = false;
2582 }
2583 }
2584
2585 return desc;
2586}
2587
2908// return a suitable string describing an objetc in enough detail to find it 2588// return a suitable string describing an object in enough detail to find it
2909const char * 2589const char *
2910object::debug_desc (char *info) const 2590object::debug_desc (char *info) const
2911{ 2591{
2592 char flagdesc[512];
2912 char info2[256 * 3]; 2593 char info2[256 * 4];
2913 char *p = info; 2594 char *p = info;
2914 2595
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2916 count, 2597 count, uuid.seq,
2917 &name, 2598 &name,
2918 title ? " " : "", 2599 title ? "\",title:" : "",
2919 title ? (const char *)title : ""); 2600 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type);
2920 2602
2921 if (env) 2603 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2605
2924 if (map) 2606 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2608
2927 return info; 2609 return info;
2928} 2610}
2929 2611
2930const char * 2612const char *
2931object::debug_desc () const 2613object::debug_desc () const
2932{ 2614{
2933 static char info[256 * 3]; 2615 static char info[256 * 4];
2934 return debug_desc (info); 2616 return debug_desc (info);
2935} 2617}
2936 2618
2619const char *
2620object::debug_desc2 () const
2621{
2622 static char info[256 * 4];
2623 return debug_desc (info);
2624}
2625

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