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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 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 *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
41 44
42short 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,
43 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
44}; 47};
45short 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,
105 _exit (1); 108 _exit (1);
106 } 109 }
107 110
108 uuid.seq = uid; 111 uuid.seq = uid;
109 write_uuid (); 112 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 114 fclose (fp);
112} 115}
113 116
114UUID 117UUID
115gen_uuid () 118gen_uuid ()
140 * 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
141 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
142 */ 145 */
143 146
144 /* For each field in wants, */ 147 /* For each field in wants, */
145 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)
146 { 149 {
147 key_value *has_field; 150 key_value *has_field;
148 151
149 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
184 * 187 *
185 * 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
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
188 * 191 *
189 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
190 * 193 *
191 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
192 * check weight 195 * check weight
193 */ 196 */
194
195bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
196{ 198{
197 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
198 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)
199 return 0; 205 return 0;
200 206
201 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* 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
205 * 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
206 * used to store nrof). 210 * used to store nrof).
207 */ 211 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 223
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 226
223 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
253 (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)
254 return 0; 252 return 0;
255 253
256 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 255 * check all objects in the inventory.
258 */ 256 */
261 /* 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 */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 261 return 0;
264 262
265 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 265 return 0;
268 266
269 /* 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
270 * if it is valid. 268 * if it is valid.
271 */ 269 */
280 278
281 /* 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
282 * 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
283 * check? 281 * check?
284 */ 282 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 284 return 0;
287 285
288 switch (ob1->type) 286 switch (ob1->type)
289 { 287 {
290 case SCROLL: 288 case SCROLL:
355 op = op->env; 353 op = op->env;
356 return op; 354 return op;
357} 355}
358 356
359/* 357/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 359 * Some error messages.
377 * 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.
378 */ 361 */
379 362
380void 363char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 364dump_object (object *op)
436{ 365{
437 if (op == NULL) 366 if (!op)
438 { 367 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 368
446void 369 object_freezer freezer;
447dump_all_objects (void) 370 save_object (freezer, op, 1);
448{ 371 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 372}
457 373
458/* 374/*
459 * 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
460 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
476} 392}
477 393
478/* 394/*
479 * 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.
480 */ 396 */
481
482object * 397object *
483find_object (tag_t i) 398find_object (tag_t i)
484{ 399{
485 object *op; 400 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 401 if (op->count == i)
489 break;
490 return op; 402 return op;
403
404 return 0;
491} 405}
492 406
493/* 407/*
494 * 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.
495 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
497 */ 411 */
498
499object * 412object *
500find_object_name (const char *str) 413find_object_name (const char *str)
501{ 414{
502 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
503 object *op; 416 object *op;
504 417
505 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
506 if (op->name == str_) 419 if (op->name == str_)
507 break; 420 break;
508 421
509 return op; 422 return op;
510} 423}
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * 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,
614 * 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
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 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;
664} 535}
665 536
666/* 537/*
667 * 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
668 * 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
669 * 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.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * 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
683 * 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.
684 * 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.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 572}
748 573
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * 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
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * 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
786 * 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
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * 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.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * 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
798 * 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.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
830 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)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* 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
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 663}
922 664
923object::object () 665object::object ()
924{ 666{
925 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
931object::~object () 673object::~object ()
932{ 674{
933 free_key_values (this); 675 free_key_values (this);
934} 676}
935 677
678static int object_count;
679
936void object::link () 680void object::link ()
937{ 681{
938 count = ++ob_count; 682 assert (!index);//D
939 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
940 685
941 prev = 0; 686 refcnt_inc ();
942 next = object::first; 687 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 688}
949 689
950void object::unlink () 690void object::unlink ()
951{ 691{
952 //count = 0;//D 692 assert (index);//D
953 if (!prev && !next) return;//D 693 objects.erase (this);
694 refcnt_dec ();
695}
954 696
955 if (this == object::first) 697void
956 object::first = next; 698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
957 703
958 /* Remove this object from the list of used objects */ 704 if (has_active_speed ())
959 if (prev) prev->next = next; 705 actives.insert (this);
960 if (next) next->prev = prev; 706}
961 707
962 prev = 0; 708void
963 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 }
964} 801}
965 802
966object *object::create () 803object *object::create ()
967{ 804{
968 object *op = new object; 805 object *op = new object;
969 op->link (); 806 op->link ();
970 return op; 807 return op;
971} 808}
972 809
973/* 810void
974 * free_object() frees everything allocated by an object, removes 811object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 812{
985 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
986 return;
987 814
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
989 remove_friendly_object (this); 819 remove_friendly_object (this);
990 820
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
992 remove_ob (this); 822 remove ();
993 823
994 SET_FLAG (this, FLAG_FREED); 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;
995 853
996 if (more) 854 if (more)
997 { 855 {
998 more->free (free_inventory); 856 more->destroy ();
999 more = 0; 857 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 858 }
1043 859
1044 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
1045 owner = 0; 861 owner = 0;
1046 enemy = 0; 862 enemy = 0;
1047 attacked_by = 0; 863 attacked_by = 0;
864}
1048 865
1049 /* Remove object from the active list */ 866void
1050 speed = 0; 867object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1052 871
1053 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1054 874
1055 mortals.push_back (this); 875 attachable::destroy ();
1056} 876}
1057 877
1058/* 878/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1060 * 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)).
1061 */ 881 */
1062
1063void 882void
1064sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1065{ 884{
1066 while (op != NULL) 885 while (op != NULL)
1067 { 886 {
1071 op->carrying -= weight; 890 op->carrying -= weight;
1072 op = op->env; 891 op = op->env;
1073 } 892 }
1074} 893}
1075 894
1076/* remove_ob(op): 895/* op->remove ():
1077 * 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
1078 * 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
1079 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 900 * the previous environment.
1082 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1083 */ 902 */
1084
1085void 903void
1086remove_ob (object *op) 904object::remove ()
1087{ 905{
1088 object *tmp, *last = 0; 906 object *tmp, *last = 0;
1089 object *otmp; 907 object *otmp;
1090 908
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 910 return;
1099 911
1100 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1101 914
1102 if (op->more != NULL) 915 if (more)
1103 remove_ob (op->more); 916 more->remove ();
1104 917
1105 /* 918 /*
1106 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1107 * inventory. 920 * inventory.
1108 */ 921 */
1109 if (op->env != NULL) 922 if (env)
1110 { 923 {
1111 if (op->nrof) 924 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1113 else 926 else
1114 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1115 928
1116 /* 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
1117 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 931 * to save cpu time.
1119 */ 932 */
1120 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))
1121 fix_player (otmp); 934 otmp->update_stats ();
1122 935
1123 if (op->above != NULL) 936 if (above)
1124 op->above->below = op->below; 937 above->below = below;
1125 else 938 else
1126 op->env->inv = op->below; 939 env->inv = below;
1127 940
1128 if (op->below != NULL) 941 if (below)
1129 op->below->above = op->above; 942 below->above = above;
1130 943
1131 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1132 * 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
1133 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1134 */ 947 */
1135 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1136 op->map = op->env->map; 949 map = env->map;
1137 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1138 op->env = NULL; 951 env = 0;
1139 } 952 }
1140 else if (op->map) 953 else if (map)
1141 { 954 {
1142 x = op->x; 955 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 956 {
1156 957 --map->players;
1157 if (op->map != m) 958 map->touch ();
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 959 }
960
961 map->dirty = true;
1164 962
1165 /* link the object above us */ 963 /* link the object above us */
1166 if (op->above) 964 if (above)
1167 op->above->below = op->below; 965 above->below = below;
1168 else 966 else
1169 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 */
1170 968
1171 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1172 if (op->below) 970 if (below)
1173 op->below->above = op->above; 971 below->above = above;
1174 else 972 else
1175 { 973 {
1176 /* 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
1177 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1178 * evident 976 * evident
1179 */ 977 */
1180 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1181 { 979 {
1182 dump_object (op); 980 char *dump = dump_object (this);
1183 LOG (llevError, 981 LOG (llevError,
1184 "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);
1185 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1187 } 987 }
1188 988
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1190 } 990 }
1191 991
1192 op->above = 0; 992 above = 0;
1193 op->below = 0; 993 below = 0;
1194 994
1195 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1196 return; 996 return;
1197 997
1198 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 999
1201 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)
1202 { 1001 {
1203 /* 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
1204 * being removed. 1003 * being removed.
1205 */ 1004 */
1206 1005
1207 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1208 { 1007 {
1209 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1211 * appropriately. 1010 * appropriately.
1212 */ 1011 */
1213 if (tmp->container == op) 1012 if (tmp->container == this)
1214 { 1013 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1015 tmp->container = 0;
1217 } 1016 }
1218 1017
1219 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1220 } 1020 }
1221 1021
1222 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1223 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))
1224 { 1026 {
1225 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1226 1028
1227 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1228 {
1229 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 ());
1230 }
1231 } 1031 }
1232 1032
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1236 tmp->above = NULL; 1036 tmp->above = 0;
1237 1037
1238 last = tmp; 1038 last = tmp;
1239 } 1039 }
1240 1040
1241 /* 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?
1242 if (last == NULL) 1043 if (!last)
1243 { 1044 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1045 else
1253 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1254 1047
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1257 } 1050 }
1258} 1051}
1259 1052
1260/* 1053/*
1261 * merge_ob(op,top): 1054 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1270{ 1063{
1271 if (!op->nrof) 1064 if (!op->nrof)
1272 return 0; 1065 return 0;
1273 1066
1274 if (top == NULL) 1067 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1276 1070
1277 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1278 { 1072 {
1279 if (top == op) 1073 if (top == op)
1280 continue; 1074 continue;
1281 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1282 { 1077 {
1283 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1284 1079
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1082 op->destroy ();
1288 free_object (op);
1289 return top; 1083 return top;
1290 } 1084 }
1291 } 1085 }
1292 1086
1293 return 0; 1087 return 0;
1296/* 1090/*
1297 * 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
1298 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1299 */ 1093 */
1300object * 1094object *
1301insert_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)
1302{ 1096{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1098 {
1310 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1312 } 1101 }
1313 1102
1332 * Return value: 1121 * Return value:
1333 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1124 * just 'op' otherwise
1336 */ 1125 */
1337
1338object * 1126object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1128{
1341 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1130 sint16 x, y;
1343 1131
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1133 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1135 return NULL;
1348 } 1136 }
1349 1137
1350 if (m == NULL) 1138 if (!m)
1351 { 1139 {
1352 dump_object (op); 1140 char *dump = dump_object (op);
1353 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);
1354 return op; 1143 return op;
1355 } 1144 }
1356 1145
1357 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1358 { 1147 {
1359 dump_object (op); 1148 char *dump = dump_object (op);
1360 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);
1361#ifdef MANY_CORES 1150#ifdef MANY_CORES
1362 /* 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
1363 * 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
1364 * improperly inserted. 1153 * improperly inserted.
1365 */ 1154 */
1366 abort (); 1155 abort ();
1367#endif 1156#endif
1157 free (dump);
1368 return op; 1158 return op;
1369 } 1159 }
1370 1160
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1162 {
1373 dump_object (op); 1163 char *dump = dump_object (op);
1374 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);
1375 return op; 1166 return op;
1376 } 1167 }
1377 1168
1378 if (op->more != NULL) 1169 if (op->more)
1379 { 1170 {
1380 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1381 1172
1382 object *more = op->more; 1173 object *more = op->more;
1383 1174
1384 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1385 * 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
1386 * 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
1387 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1388 */ 1179 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map) 1182 else if (!more->map)
1392 { 1183 {
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1191 {
1401 if (!op->head) 1192 if (!op->head)
1402 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");
1403 1194
1404 return NULL; 1195 return 0;
1405 } 1196 }
1406 } 1197 }
1407 1198
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1200
1416 y = op->y; 1207 y = op->y;
1417 1208
1418 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1419 */ 1210 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1421 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)
1422 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1423 { 1214 {
1424 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1216 tmp->destroy ();
1426 free_object (tmp);
1427 } 1217 }
1428 1218
1429 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 */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1221
1444 op->below = originator->below; 1234 op->below = originator->below;
1445 1235
1446 if (op->below) 1236 if (op->below)
1447 op->below->above = op; 1237 op->below->above = op;
1448 else 1238 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1450 1240
1451 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1452 originator->below = op; 1242 originator->below = op;
1453 } 1243 }
1454 else 1244 else
1455 { 1245 {
1456 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1457 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))
1458 { 1248 {
1459 object *last = NULL; 1249 object *last = 0;
1460 1250
1461 /* 1251 /*
1462 * 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.
1463 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1464 * 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
1468 * 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
1469 * 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
1470 * 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
1471 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1472 */ 1262 */
1473
1474 while (top != NULL) 1263 while (top)
1475 { 1264 {
1476 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))
1477 floor = top; 1266 floor = top;
1478 1267
1479 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))
1500 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1291 * stacking is a bit odd.
1503 */ 1292 */
1504 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1505 (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))
1506 { 1295 {
1507 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1298 break;
1510 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1322
1534 if (op->above) 1323 if (op->above)
1535 op->above->below = op; 1324 op->above->below = op;
1536 1325
1537 op->below = NULL; 1326 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1539 } 1328 }
1540 else 1329 else
1541 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1542 op->above = top->above; 1331 op->above = top->above;
1543 1332
1546 1335
1547 op->below = top; 1336 op->below = top;
1548 top->above = op; 1337 top->above = op;
1549 } 1338 }
1550 1339
1551 if (op->above == NULL) 1340 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1554 1343
1555 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1556 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;
1557 1352
1558 /* 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
1559 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1560 */ 1355 */
1561 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1562 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 ())
1563 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1565 1360
1566 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1567 * 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
1568 * 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
1569 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1570 * 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 -
1571 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1368 * of effect may be sufficient.
1574 */ 1369 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1577 1372
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1580 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1581 /* 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,
1582 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1583 * 1380 *
1584 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1384 * update_object().
1589 1386
1590 /* 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 */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1389 {
1593 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1594 return NULL; 1391 return 0;
1595 1392
1596 /* 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
1597 * walk on's. 1394 * walk on's.
1598 */ 1395 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1601 return NULL; 1398 return 0;
1602 } 1399 }
1603 1400
1604 return op; 1401 return op;
1605} 1402}
1606 1403
1607/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1608 * 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.
1609 * 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.
1610 */ 1407 */
1611void 1408void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1410{
1614 object * 1411 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1412
1619 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1620 1414
1621 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)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1417 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1418
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1420
1632 tmp1->x = op->x; 1421 tmp1->x = op->x;
1633 tmp1->y = op->y; 1422 tmp1->y = op->y;
1634 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);
1635} 1430}
1636 1431
1637/* 1432/*
1638 * 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
1639 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1640 * 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).
1641 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1437 * global static errmsg array.
1643 */ 1438 */
1644
1645object * 1439object *
1646get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1647{ 1441{
1648 object * 1442 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1444
1653 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1654 { 1446 {
1655 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);
1656 return NULL; 1448 return NULL;
1657 } 1449 }
1658 1450
1659 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1660 1452
1661 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1662 { 1454 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1455 else if (!is_removed)
1668 { 1456 {
1669 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 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)
1691 1479
1692object * 1480object *
1693decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1694{ 1482{
1695 object *tmp; 1483 object *tmp;
1696 player *pl;
1697 1484
1698 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1486 return op;
1700 1487
1701 if (i > op->nrof) 1488 if (i > op->nrof)
1702 i = op->nrof; 1489 i = op->nrof;
1703 1490
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1492 op->nrof -= i;
1706 else if (op->env != NULL) 1493 else if (op->env)
1707 { 1494 {
1708 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1709 * therein? 1496 * therein?
1710 */ 1497 */
1711 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1503 * and then searching the map for a player.
1717 */ 1504 */
1718 if (!tmp) 1505 if (!tmp)
1719 { 1506 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1722 break; 1510 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1511 }
1728 1512
1729 if (i < op->nrof) 1513 if (i < op->nrof)
1730 { 1514 {
1731 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1516 op->nrof -= i;
1733 if (tmp) 1517 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1736 }
1737 } 1519 }
1738 else 1520 else
1739 { 1521 {
1740 remove_ob (op); 1522 op->remove ();
1741 op->nrof = 0; 1523 op->nrof = 0;
1742 if (tmp) 1524 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1526 }
1747 } 1527 }
1748 else 1528 else
1749 { 1529 {
1750 object *above = op->above; 1530 object *above = op->above;
1751 1531
1752 if (i < op->nrof) 1532 if (i < op->nrof)
1753 op->nrof -= i; 1533 op->nrof -= i;
1754 else 1534 else
1755 { 1535 {
1756 remove_ob (op); 1536 op->remove ();
1757 op->nrof = 0; 1537 op->nrof = 0;
1758 } 1538 }
1759 1539
1760 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1763 { 1543 {
1764 if (op->nrof) 1544 if (op->nrof)
1765 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1766 else 1546 else
1770 1550
1771 if (op->nrof) 1551 if (op->nrof)
1772 return op; 1552 return op;
1773 else 1553 else
1774 { 1554 {
1775 free_object (op); 1555 op->destroy ();
1776 return NULL; 1556 return 0;
1777 } 1557 }
1778} 1558}
1779 1559
1780/* 1560/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1573 op->carrying += weight;
1794 op = op->env; 1574 op = op->env;
1795 } 1575 }
1796} 1576}
1797 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
1798/* 1598/*
1799 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1800 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1801 * inside the object environment. 1601 * inside the object environment.
1802 * 1602 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * 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
1809 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1810 */ 1605 */
1811 1606
1812object * 1607object *
1813insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1814{ 1609{
1815 object * 1610 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1611
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1613 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1614
1839 if (op->more) 1615 if (op->more)
1840 { 1616 {
1841 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);
1842 return op; 1618 return op;
1844 1620
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1623 if (op->nrof)
1848 { 1624 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1851 { 1627 {
1852 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1629 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1857 */ 1633 */
1858 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1861 op = tmp; 1637 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1640 break;
1865 } 1641 }
1866 1642
1867 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1870 * 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
1871 * the linking below 1647 * the linking below
1872 */ 1648 */
1873 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1874 } 1650 }
1875 else 1651 else
1876 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1877 1653
1878 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1657 otmp->update_stats ();
1883 }
1884 1658
1885 op->map = NULL; 1659 op->map = 0;
1886 op->env = where; 1660 op->env = this;
1887 op->above = NULL; 1661 op->above = 0;
1888 op->below = NULL; 1662 op->below = 0;
1889 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1890 1664
1891 /* 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 */
1892 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1893 { 1667 {
1894#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1895 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);
1896#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1899 } 1673 }
1900 1674
1901 /* 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.
1902 * It sure simplifies this function... 1676 * It sure simplifies this function...
1903 */ 1677 */
1904 if (where->inv == NULL) 1678 if (!inv)
1905 where->inv = op; 1679 inv = op;
1906 else 1680 else
1907 { 1681 {
1908 op->below = where->inv; 1682 op->below = inv;
1909 op->below->above = op; 1683 op->below->above = op;
1910 where->inv = op; 1684 inv = op;
1911 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1912 return op; 1689 return op;
1913} 1690}
1914 1691
1915/* 1692/*
1916 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1930 * 1707 *
1931 * 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
1932 * 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
1933 * on top. 1710 * on top.
1934 */ 1711 */
1935
1936int 1712int
1937check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1938{ 1714{
1939 object * 1715 object *tmp;
1940 tmp; 1716 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1947 1718
1948 MoveType 1719 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1720
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1722 return 0;
1955
1956 tag = op->count;
1957 1723
1958 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);
1959 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);
1960 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);
1961 1727
1977 1743
1978 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1980 */ 1746 */
1981 1747
1982 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)
1983 { 1749 {
1984 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1985 * 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,
1986 * we don't need to check all of them. 1752 * we don't need to check all of them.
1987 */ 1753 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((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))
2024 { 1790 {
2025 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2026 1792
2027 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2028 return 1; 1794 return 1;
2029 1795
2030 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2042/* 1808/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2046 */ 1812 */
2047
2048object * 1813object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1815{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2055 { 1817 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1819 return NULL;
2058 } 1820 }
2059 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)
2060 if (tmp->arch == at) 1823 if (tmp->arch == at)
2061 return tmp; 1824 return tmp;
1825
2062 return NULL; 1826 return NULL;
2063} 1827}
2064 1828
2065/* 1829/*
2066 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2069 */ 1833 */
2070
2071object * 1834object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2073{ 1836{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2078 { 1838 {
2079 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1840 return NULL;
2081 } 1841 }
2082 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)
2083 if (tmp->type == type) 1844 if (tmp->type == type)
2084 return tmp; 1845 return tmp;
1846
2085 return NULL; 1847 return NULL;
2086} 1848}
2087 1849
2088/* 1850/*
2089 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2092 */ 1854 */
2093
2094object * 1855object *
2095present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2096{ 1857{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1859 if (tmp->type == type)
2102 return tmp; 1860 return tmp;
1861
2103 return NULL; 1862 return NULL;
2104} 1863}
2105 1864
2106/* 1865/*
2107 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2115 * 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
2116 * 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
2117 * 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
2118 * to be unique. 1877 * to be unique.
2119 */ 1878 */
2120
2121object * 1879object *
2122present_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)
2123{ 1881{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1884 return tmp;
2131 } 1885
2132 return NULL; 1886 return 0;
2133} 1887}
2134 1888
2135/* 1889/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2139 */ 1893 */
2140
2141object * 1894object *
2142present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2143{ 1896{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1898 if (tmp->arch == at)
2149 return tmp; 1899 return tmp;
1900
2150 return NULL; 1901 return NULL;
2151} 1902}
2152 1903
2153/* 1904/*
2154 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2155 */ 1906 */
2156void 1907void
2157flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2158{ 1909{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1910 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1912 {
2165 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2167 } 1915 }
2168} /* 1916}
1917
1918/*
2169 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2170 */ 1920 */
2171void 1921void
2172unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2173{ 1923{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1924 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1926 {
2180 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2182 } 1929 }
2183} 1930}
2186 * 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
2187 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2188 * 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
2189 * 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.
2190 */ 1937 */
2191
2192void 1938void
2193set_cheat (object *op) 1939set_cheat (object *op)
2194{ 1940{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2215 * 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
2216 * 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
2217 * 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
2218 * customized, changed states, etc. 1964 * customized, changed states, etc.
2219 */ 1965 */
2220
2221int 1966int
2222find_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)
2223{ 1968{
2224 int
2225 i,
2226 index = 0, flag; 1969 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2229 1971
2230 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2231 { 1973 {
2232 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]);
2233 if (!flag) 1975 if (!flag)
2234 altern[index++] = i; 1976 altern [index++] = i;
2235 1977
2236 /* 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.
2237 * 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.
2238 * 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 -
2239 * 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
2240 * 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
2241 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2243 */ 1985 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 1987 stop = maxfree[i];
2246 } 1988 }
1989
2247 if (!index) 1990 if (!index)
2248 return -1; 1991 return -1;
1992
2249 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2250} 1994}
2251 1995
2252/* 1996/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2255 * 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.
2256 * 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.
2257 */ 2001 */
2258
2259int 2002int
2260find_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)
2261{ 2004{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 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]))
2268 return i; 2007 return i;
2269 } 2008
2270 return -1; 2009 return -1;
2271} 2010}
2272 2011
2273/* 2012/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2016 */
2277static void 2017static void
2278permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2279{ 2019{
2280 int 2020 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2021 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2022
2291 tmp = arr[i]; 2023 while (--end)
2292 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2025}
2296 2026
2297/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2299 * 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
2302 * 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.
2303 */ 2033 */
2304void 2034void
2305get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2306{ 2036{
2307 int 2037 int i;
2308 i;
2309 2038
2310 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2040 search_arr[i] = i;
2313 }
2314 2041
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2045}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * 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
2329 * 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
2330 * there is capable of. 2057 * there is capable of.
2331 */ 2058 */
2332
2333int 2059int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2061{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2339 2063
2340 sint16 nx, ny; 2064 sint16 nx, ny;
2341 object * 2065 object *tmp;
2342 tmp; 2066 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2067
2346 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2347 2069
2348 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2349 { 2071 {
2361 mp = m; 2083 mp = m;
2362 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2364 2086
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2366 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2090 max = maxfree[i];
2369 }
2370 else 2091 else
2371 { 2092 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2373 2096
2374 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2098 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2379 { 2100 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2104 break;
2385 } 2105
2386 }
2387 if (tmp) 2106 if (tmp)
2388 {
2389 return freedir[i]; 2107 return freedir[i];
2390 }
2391 } 2108 }
2392 } 2109 }
2393 } 2110 }
2111
2394 return 0; 2112 return 0;
2395} 2113}
2396 2114
2397/* 2115/*
2398 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2117 * distance between the two given objects.
2400 */ 2118 */
2401
2402int 2119int
2403distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2404{ 2121{
2405 int
2406 i;
2407
2408 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);
2409 return i;
2410} 2123}
2411 2124
2412/* 2125/*
2413 * 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
2414 * 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
2415 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2416 */ 2129 */
2417
2418int 2130int
2419find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2420{ 2132{
2421 int 2133 int q;
2422 q;
2423 2134
2424 if (y) 2135 if (y)
2425 q = x * 100 / y; 2136 q = x * 100 / y;
2426 else if (x) 2137 else if (x)
2427 q = -300 * x; 2138 q = -300 * x;
2452 2163
2453 return 3; 2164 return 3;
2454} 2165}
2455 2166
2456/* 2167/*
2457 * absdir(int): Returns a number between 1 and 8, which represent
2458 * the "absolute" direction of a number (it actually takes care of
2459 * "overflow" in previous calculations of a direction).
2460 */
2461
2462int
2463absdir (int d)
2464{
2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2469 return d;
2470}
2471
2472/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 * between two directions (which are expected to be absolute (see absdir()) 2169 * between two directions (which are expected to be absolute (see absdir())
2475 */ 2170 */
2476
2477int 2171int
2478dirdiff (int dir1, int dir2) 2172dirdiff (int dir1, int dir2)
2479{ 2173{
2480 int 2174 int d;
2481 d;
2482 2175
2483 d = abs (dir1 - dir2); 2176 d = abs (dir1 - dir2);
2484 if (d > 4) 2177 if (d > 4)
2485 d = 8 - d; 2178 d = 8 - d;
2179
2486 return d; 2180 return d;
2487} 2181}
2488 2182
2489/* peterm: 2183/* peterm:
2490 * 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.
2493 * 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
2494 * 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.
2495 * 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
2496 * functions. 2190 * functions.
2497 */ 2191 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2192int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2193 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2194 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2195 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2196 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2197 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2245 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2246 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2247 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2248 * Modified to be map tile aware -.MSW
2557 */ 2249 */
2558
2559
2560int 2250int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2251can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2252{
2563 sint16 dx, dy; 2253 sint16 dx, dy;
2564 int
2565 mflags; 2254 int mflags;
2566 2255
2567 if (dir < 0) 2256 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2257 return 0; /* exit condition: invalid direction */
2569 2258
2570 dx = x + freearr_x[dir]; 2259 dx = x + freearr_x[dir];
2583 return 0; 2272 return 0;
2584 2273
2585 /* yes, can see. */ 2274 /* yes, can see. */
2586 if (dir < 9) 2275 if (dir < 9)
2587 return 1; 2276 return 1;
2277
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2278 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 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]);
2590} 2281}
2591
2592
2593 2282
2594/* 2283/*
2595 * 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
2596 * picked up by the picker. Returnes 1 if it can be 2285 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2286 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !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));
2611} 2300}
2612 2301
2613
2614/* 2302/*
2615 * create clone from object to another 2303 * create clone from object to another
2616 */ 2304 */
2617object * 2305object *
2618object_create_clone (object *asrc) 2306object_create_clone (object *asrc)
2619{ 2307{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2308 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2309
2623 if (!asrc) 2310 if (!asrc)
2624 return NULL; 2311 return 0;
2312
2625 src = asrc; 2313 src = asrc;
2626 if (src->head) 2314 if (src->head)
2627 src = src->head; 2315 src = src->head;
2628 2316
2629 prev = NULL; 2317 prev = 0;
2630 for (part = src; part; part = part->more) 2318 for (part = src; part; part = part->more)
2631 { 2319 {
2632 tmp = get_object (); 2320 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2321 tmp->x -= src->x;
2635 tmp->y -= src->y; 2322 tmp->y -= src->y;
2323
2636 if (!part->head) 2324 if (!part->head)
2637 { 2325 {
2638 dst = tmp; 2326 dst = tmp;
2639 tmp->head = NULL; 2327 tmp->head = 0;
2640 } 2328 }
2641 else 2329 else
2642 {
2643 tmp->head = dst; 2330 tmp->head = dst;
2644 } 2331
2645 tmp->more = NULL; 2332 tmp->more = 0;
2333
2646 if (prev) 2334 if (prev)
2647 prev->more = tmp; 2335 prev->more = tmp;
2336
2648 prev = tmp; 2337 prev = tmp;
2649 } 2338 }
2650 2339
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2340 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2341 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2342
2657 return dst; 2343 return dst;
2658} 2344}
2659 2345
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2346/* GROS - Creates an object using a string representing its content. */
2670
2671/* 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 */
2672
2673/* 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, */
2674
2675/* 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. */
2676
2677/* 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. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2351/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2352object *
2682load_object_str (const char *obstr) 2353load_object_str (const char *obstr)
2683{ 2354{
2684 object * 2355 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2356 char filename[MAX_BUF];
2688 2357
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2359
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2360 FILE *tempfile = fopen (filename, "w");
2693 2361
2694 if (tempfile == NULL) 2362 if (tempfile == NULL)
2695 { 2363 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2365 return NULL;
2698 } 2366 }
2699 2367
2700 fprintf (tempfile, obstr); 2368 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2369 fclose (tempfile);
2702 2370
2703 op = get_object (); 2371 op = object::create ();
2704 2372
2705 object_thawer thawer (filename); 2373 object_thawer thawer (filename);
2706 2374
2707 if (thawer) 2375 if (thawer)
2708 load_object (thawer, op, 0); 2376 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2386 * returns NULL if no match.
2719 */ 2387 */
2720object * 2388object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2389find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2390{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2391 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2392 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2393 return tmp;
2729 2394
2730 return NULL; 2395 return 0;
2731} 2396}
2732 2397
2733/* 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,
2734 * otherwise return NULL. 2399 * otherwise return NULL.
2735 * 2400 *
2737 * do the desired thing. 2402 * do the desired thing.
2738 */ 2403 */
2739key_value * 2404key_value *
2740get_ob_key_link (const object *ob, const char *key) 2405get_ob_key_link (const object *ob, const char *key)
2741{ 2406{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2407 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2408 if (link->key == key)
2748 {
2749 return link; 2409 return link;
2750 }
2751 }
2752 2410
2753 return NULL; 2411 return 0;
2754} 2412}
2755 2413
2756/* 2414/*
2757 * 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.
2758 * 2416 *
2798 * Returns TRUE on success. 2456 * Returns TRUE on success.
2799 */ 2457 */
2800int 2458int
2801set_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)
2802{ 2460{
2803 key_value *
2804 field = NULL, *last = NULL; 2461 key_value *field = NULL, *last = NULL;
2805 2462
2806 for (field = op->key_values; field != NULL; field = field->next) 2463 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2464 {
2808 if (field->key != canonical_key) 2465 if (field->key != canonical_key)
2809 { 2466 {
2837 /* IF we get here, key doesn't exist */ 2494 /* IF we get here, key doesn't exist */
2838 2495
2839 /* No field, we'll have to add it. */ 2496 /* No field, we'll have to add it. */
2840 2497
2841 if (!add_key) 2498 if (!add_key)
2842 {
2843 return FALSE; 2499 return FALSE;
2844 } 2500
2845 /* There isn't any good reason to store a null 2501 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2502 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2503 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2504 * be here. If user wants to store empty strings,
2849 * should pass in "" 2505 * should pass in ""
2898 } 2554 }
2899 else 2555 else
2900 item = item->env; 2556 item = item->env;
2901} 2557}
2902 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
2903// 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
2904const char * 2589const char *
2905object::debug_desc (char *info) const 2590object::debug_desc (char *info) const
2906{ 2591{
2592 char flagdesc[512];
2907 char info2[256 * 3]; 2593 char info2[256 * 4];
2908 char *p = info; 2594 char *p = info;
2909 2595
2910 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}",
2911 count, 2597 count, uuid.seq,
2912 &name, 2598 &name,
2913 title ? " " : "", 2599 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2600 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type);
2915 2602
2916 if (env) 2603 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2605
2919 if (map) 2606 if (map)
2920 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);
2921 2608
2922 return info; 2609 return info;
2923} 2610}
2924 2611
2925const char * 2612const char *
2926object::debug_desc () const 2613object::debug_desc () const
2927{ 2614{
2928 static char info[256 * 3]; 2615 static char info[256 * 4];
2929 return debug_desc (info); 2616 return debug_desc (info);
2930} 2617}
2931 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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