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Comparing deliantra/server/common/object.C (file contents):
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378 362
379void 363char *
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 364dump_object (object *op)
435{ 365{
436 if (op == NULL) 366 if (!op)
437 { 367 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 368
445void 369 object_freezer freezer;
446dump_all_objects (void) 370 save_object (freezer, op, 1);
447{ 371 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454 }
455} 372}
456 373
457/* 374/*
458 * 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
459 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
475} 392}
476 393
477/* 394/*
478 * 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.
479 */ 396 */
480
481object * 397object *
482find_object (tag_t i) 398find_object (tag_t i)
483{ 399{
484 object *op; 400 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 401 if (op->count == i)
488 break;
489 return op; 402 return op;
403
404 return 0;
490} 405}
491 406
492/* 407/*
493 * 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.
494 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
495 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
496 */ 411 */
497
498object * 412object *
499find_object_name (const char *str) 413find_object_name (const char *str)
500{ 414{
501 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
502 object *op; 416 object *op;
503 417
504 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
505 if (op->name == str_) 419 if (op->name == str_)
506 break; 420 break;
507 421
508 return op; 422 return op;
509} 423}
552 } 466 }
553 467
554 op->key_values = 0; 468 op->key_values = 0;
555} 469}
556 470
557void object::clear ()
558{
559 attachable_base::clear ();
560
561 free_key_values (this);
562
563 owner = 0;
564 name = 0;
565 name_pl = 0;
566 title = 0;
567 race = 0;
568 slaying = 0;
569 skill = 0;
570 msg = 0;
571 lore = 0;
572 custom_name = 0;
573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587
588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
597}
598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606}
607
608/* 471/*
609 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
610 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
611 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
612 * 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,
613 * 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
614 * will point at garbage. 477 * will point at garbage.
615 */ 478 */
616void 479void
617copy_object (object *op2, object *op) 480object::copy_to (object *dst)
618{ 481{
619 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
621 484
622 op2->clone (op); 485 *(object_copy *)dst = *this;
623 486
624 if (is_freed) 487 if (is_freed)
625 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
626 if (is_removed) 490 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
628 492
629 if (op2->speed < 0) 493 if (speed < 0)
630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
631 495
632 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
633 if (op2->key_values) 497 if (key_values)
634 { 498 {
635 key_value *tail = 0; 499 key_value *tail = 0;
636 key_value *i; 500 key_value *i;
637 501
638 op->key_values = 0; 502 dst->key_values = 0;
639 503
640 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
641 { 505 {
642 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
643 507
644 new_link->next = 0; 508 new_link->next = 0;
645 new_link->key = i->key; 509 new_link->key = i->key;
646 new_link->value = i->value; 510 new_link->value = i->value;
647 511
648 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
649 if (!op->key_values) 513 if (!dst->key_values)
650 { 514 {
651 op->key_values = new_link; 515 dst->key_values = new_link;
652 tail = new_link; 516 tail = new_link;
653 } 517 }
654 else 518 else
655 { 519 {
656 tail->next = new_link; 520 tail->next = new_link;
657 tail = new_link; 521 tail = new_link;
658 } 522 }
659 } 523 }
660 } 524 }
661 525
662 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;
663} 535}
664 536
665/* 537/*
666 * 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
667 * 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
668 * 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.
669 */ 541 */
670
671void 542void
672update_turn_face (object *op) 543update_turn_face (object *op)
673{ 544{
674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
675 return; 546 return;
547
676 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
677 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
678} 550}
679 551
680/* 552/*
681 * 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
682 * 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.
683 * 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.
684 */ 556 */
685void 557void
686update_ob_speed (object *op) 558object::set_speed (float speed)
687{ 559{
688 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
689
690 /* No reason putting the archetypes objects on the speed list,
691 * since they never really need to be updated.
692 */
693
694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 { 561 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697#ifdef MANY_CORES
698 abort ();
699#else
700 op->speed = 0; 563 speed = 0;
701#endif
702 }
703
704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 { 564 }
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
711 return;
712 565
713 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
714 * of the list. */
715 op->active_next = active_objects;
716 567
717 if (op->active_next != NULL) 568 if (has_active_speed ())
718 op->active_next->active_prev = op; 569 activate ();
719
720 active_objects = op;
721 }
722 else 570 else
723 { 571 deactivate ();
724 /* If not on the active list, nothing needs to be done */
725 if (!op->active_next && !op->active_prev && op != active_objects)
726 return;
727
728 if (op->active_prev == NULL)
729 {
730 active_objects = op->active_next;
731
732 if (op->active_next != NULL)
733 op->active_next->active_prev = NULL;
734 }
735 else
736 {
737 op->active_prev->active_next = op->active_next;
738
739 if (op->active_next)
740 op->active_next->active_prev = op->active_prev;
741 }
742
743 op->active_next = NULL;
744 op->active_prev = NULL;
745 }
746} 572}
747 573
748/* This function removes object 'op' from the list of active
749 * objects.
750 * This should only be used for style maps or other such
751 * reference maps where you don't want an object that isn't
752 * in play chewing up cpu time getting processed.
753 * The reverse of this is to call update_ob_speed, which
754 * will do the right thing based on the speed of the object.
755 */
756void
757remove_from_active_list (object *op)
758{
759 /* If not on the active list, nothing needs to be done */
760 if (!op->active_next && !op->active_prev && op != active_objects)
761 return;
762
763 if (op->active_prev == NULL)
764 {
765 active_objects = op->active_next;
766 if (op->active_next != NULL)
767 op->active_next->active_prev = NULL;
768 }
769 else
770 {
771 op->active_prev->active_next = op->active_next;
772 if (op->active_next)
773 op->active_next->active_prev = op->active_prev;
774 }
775 op->active_next = NULL;
776 op->active_prev = NULL;
777}
778
779/* 574/*
780 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
781 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
782 * 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
783 * invisible object, etc...) 578 * invisible object, etc...)
784 * 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
785 * 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
786 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
787 * 582 *
788 * 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.
789 * For example, if the only thing that has changed is the face (due to
790 * an animation), we don't need to call update_position until that actually
791 * comes into view of a player. OTOH, many other things, like addition/removal
792 * of walls or living creatures may need us to update the flags now.
793 * current action are: 584 * current action are:
794 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
795 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
796 * 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
797 * 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.
798 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
799 */ 590 */
800
801void 591void
802update_object (object *op, int action) 592update_object (object *op, int action)
803{ 593{
804 int update_now = 0, flags;
805 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
806 595
807 if (op == NULL) 596 if (op == NULL)
808 { 597 {
809 /* this should never happen */ 598 /* this should never happen */
810 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
811 return; 600 return;
812 } 601 }
813 602
814 if (op->env != NULL) 603 if (op->env)
815 { 604 {
816 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
817 * to do in this case. 606 * to do in this case.
818 */ 607 */
819 return; 608 return;
824 */ 613 */
825 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
826 return; 615 return;
827 616
828 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
829 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)
830 { 619 {
831 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
832#ifdef MANY_CORES 621#ifdef MANY_CORES
833 abort (); 622 abort ();
834#endif 623#endif
835 return; 624 return;
836 } 625 }
837 626
838 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
845 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
846 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
848 update_now = 1;
849
850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
851 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
852 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
854 update_now = 1;
855
856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857 update_now = 1;
858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
862 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
863 update_now = 1;
864
865 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
866 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
867
868 /* 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
869 * to have move_allow right now. 644 * to have move_allow right now.
870 */ 645 */
871 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
872 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
873 648 m.flags_ = 0;
874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
876 } 649 }
877 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
878 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
879 * that is being removed. 652 * that is being removed.
880 */ 653 */
881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 update_now = 1; 655 m.flags_ = 0;
883 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
884 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
885 else 658 else
886 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
887 660
888 if (update_now)
889 {
890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891 update_position (op->map, op->x, op->y);
892 }
893
894 if (op->more != NULL) 661 if (op->more)
895 update_object (op->more, action); 662 update_object (op->more, action);
896}
897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 663}
921 664
922object::object () 665object::object ()
923{ 666{
924 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
930object::~object () 673object::~object ()
931{ 674{
932 free_key_values (this); 675 free_key_values (this);
933} 676}
934 677
678static int object_count;
679
935void object::link () 680void object::link ()
936{ 681{
937 count = ++ob_count; 682 assert (!index);//D
938 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
939 685
940 prev = 0; 686 refcnt_inc ();
941 next = object::first; 687 objects.insert (this);
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947} 688}
948 689
949void object::unlink () 690void object::unlink ()
950{ 691{
951 //count = 0;//D 692 assert (index);//D
952 if (!prev && !next) return;//D 693 objects.erase (this);
694 refcnt_dec ();
695}
953 696
954 if (this == object::first) 697void
955 object::first = next; 698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
956 703
957 /* Remove this object from the list of used objects */ 704 if (has_active_speed ())
958 if (prev) prev->next = next; 705 actives.insert (this);
959 if (next) next->prev = prev; 706}
960 707
961 prev = 0; 708void
962 next = 0; 709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
963} 801}
964 802
965object *object::create () 803object *object::create ()
966{ 804{
967 object *op = new object; 805 object *op = new object;
968 op->link (); 806 op->link ();
969 return op; 807 return op;
970} 808}
971 809
972/* 810void
973 * free_object() frees everything allocated by an object, removes 811object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 812{
984 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
985 return;
986 814
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
988 remove_friendly_object (this); 819 remove_friendly_object (this);
989 820
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
991 remove_ob (this); 822 remove ();
992 823
993 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;
994 853
995 if (more) 854 if (more)
996 { 855 {
997 more->free (free_inventory); 856 more->destroy ();
998 more = 0; 857 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 858 }
1042 859
1043 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
1044 owner = 0; 861 owner = 0;
1045 enemy = 0; 862 enemy = 0;
1046 attacked_by = 0; 863 attacked_by = 0;
864}
1047 865
1048 /* Remove object from the active list */ 866void
1049 speed = 0; 867object::destroy (bool destroy_inventory)
1050 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1051 871
1052 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1053 874
1054 mortals.push_back (this); 875 attachable::destroy ();
1055} 876}
1056 877
1057/* 878/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1059 * 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)).
1060 */ 881 */
1061
1062void 882void
1063sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1064{ 884{
1065 while (op != NULL) 885 while (op != NULL)
1066 { 886 {
1070 op->carrying -= weight; 890 op->carrying -= weight;
1071 op = op->env; 891 op = op->env;
1072 } 892 }
1073} 893}
1074 894
1075/* remove_ob(op): 895/* op->remove ():
1076 * 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
1077 * 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
1078 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1079 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1080 * the previous environment. 900 * the previous environment.
1081 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1082 */ 902 */
1083
1084void 903void
1085remove_ob (object *op) 904object::remove ()
1086{ 905{
1087 object *tmp, *last = 0; 906 object *tmp, *last = 0;
1088 object *otmp; 907 object *otmp;
1089 908
1090 tag_t tag;
1091 int check_walk_off;
1092 mapstruct *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1097 return; 910 return;
1098 911
1099 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1100 914
1101 if (op->more != NULL) 915 if (more)
1102 remove_ob (op->more); 916 more->remove ();
1103 917
1104 /* 918 /*
1105 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1106 * inventory. 920 * inventory.
1107 */ 921 */
1108 if (op->env != NULL) 922 if (env)
1109 { 923 {
1110 if (op->nrof) 924 if (nrof)
1111 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1112 else 926 else
1113 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1114 928
1115 /* 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
1116 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 931 * to save cpu time.
1118 */ 932 */
1119 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))
1120 fix_player (otmp); 934 otmp->update_stats ();
1121 935
1122 if (op->above != NULL) 936 if (above)
1123 op->above->below = op->below; 937 above->below = below;
1124 else 938 else
1125 op->env->inv = op->below; 939 env->inv = below;
1126 940
1127 if (op->below != NULL) 941 if (below)
1128 op->below->above = op->above; 942 below->above = above;
1129 943
1130 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1131 * 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
1132 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1133 */ 947 */
1134 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1135 op->map = op->env->map; 949 map = env->map;
1136 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1137 op->env = NULL; 951 env = 0;
1138 } 952 }
1139 else if (op->map) 953 else if (map)
1140 { 954 {
1141 x = op->x; 955 if (type == PLAYER)
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 } 956 {
1155 957 --map->players;
1156 if (op->map != m) 958 map->touch ();
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */ 959 }
960
961 map->dirty = true;
1163 962
1164 /* link the object above us */ 963 /* link the object above us */
1165 if (op->above) 964 if (above)
1166 op->above->below = op->below; 965 above->below = below;
1167 else 966 else
1168 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 */
1169 968
1170 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1171 if (op->below) 970 if (below)
1172 op->below->above = op->above; 971 below->above = above;
1173 else 972 else
1174 { 973 {
1175 /* 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
1176 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1177 * evident 976 * evident
1178 */ 977 */
1179 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1180 { 979 {
1181 dump_object (op); 980 char *dump = dump_object (this);
1182 LOG (llevError, 981 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1185 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1186 } 987 }
1187 988
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1189 } 990 }
1190 991
1191 op->above = 0; 992 above = 0;
1192 op->below = 0; 993 below = 0;
1193 994
1194 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1195 return; 996 return;
1196 997
1197 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199 999
1200 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)
1201 { 1001 {
1202 /* 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
1203 * being removed. 1003 * being removed.
1204 */ 1004 */
1205 1005
1206 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1207 { 1007 {
1208 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1209 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1210 * appropriately. 1010 * appropriately.
1211 */ 1011 */
1212 if (tmp->container == op) 1012 if (tmp->container == this)
1213 { 1013 {
1214 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1215 tmp->container = NULL; 1015 tmp->container = 0;
1216 } 1016 }
1217 1017
1218 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1219 } 1020 }
1220 1021
1221 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1222 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))
1223 { 1026 {
1224 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1225 1028
1226 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1227 {
1228 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 ());
1229 }
1230 } 1031 }
1231 1032
1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1234 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1235 tmp->above = NULL; 1036 tmp->above = 0;
1236 1037
1237 last = tmp; 1038 last = tmp;
1238 } 1039 }
1239 1040
1240 /* 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?
1241 if (last == NULL) 1043 if (!last)
1242 { 1044 map->at (x, y).flags_ = 0;
1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245 * those out anyways, and if there are any flags set right now, they won't
1246 * be correct anyways.
1247 */
1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249 update_position (op->map, op->x, op->y);
1250 }
1251 else 1045 else
1252 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1253 1047
1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1255 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1256 } 1050 }
1257} 1051}
1258 1052
1259/* 1053/*
1260 * merge_ob(op,top): 1054 * merge_ob(op,top):
1268merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1269{ 1063{
1270 if (!op->nrof) 1064 if (!op->nrof)
1271 return 0; 1065 return 0;
1272 1066
1273 if (top == NULL) 1067 if (top)
1274 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1275 1070
1276 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1277 { 1072 {
1278 if (top == op) 1073 if (top == op)
1279 continue; 1074 continue;
1280 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1281 { 1077 {
1282 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1283 1079
1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1285 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1286 remove_ob (op); 1082 op->destroy ();
1287 free_object (op);
1288 return top; 1083 return top;
1289 } 1084 }
1290 } 1085 }
1291 1086
1292 return 0; 1087 return 0;
1295/* 1090/*
1296 * 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
1297 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1298 */ 1093 */
1299object * 1094object *
1300insert_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)
1301{ 1096{
1302 object *tmp;
1303
1304 if (op->head)
1305 op = op->head;
1306
1307 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1308 { 1098 {
1309 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1310 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1311 } 1101 }
1312 1102
1331 * Return value: 1121 * Return value:
1332 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1333 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1334 * just 'op' otherwise 1124 * just 'op' otherwise
1335 */ 1125 */
1336
1337object * 1126object *
1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1339{ 1128{
1340 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1341 sint16 x, y; 1130 sint16 x, y;
1342 1131
1343 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1344 { 1133 {
1345 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL; 1135 return NULL;
1347 } 1136 }
1348 1137
1349 if (m == NULL) 1138 if (!m)
1350 { 1139 {
1351 dump_object (op); 1140 char *dump = dump_object (op);
1352 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);
1353 return op; 1143 return op;
1354 } 1144 }
1355 1145
1356 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1357 { 1147 {
1358 dump_object (op); 1148 char *dump = dump_object (op);
1359 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);
1360#ifdef MANY_CORES 1150#ifdef MANY_CORES
1361 /* 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
1362 * 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
1363 * improperly inserted. 1153 * improperly inserted.
1364 */ 1154 */
1365 abort (); 1155 abort ();
1366#endif 1156#endif
1157 free (dump);
1367 return op; 1158 return op;
1368 } 1159 }
1369 1160
1370 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 { 1162 {
1372 dump_object (op); 1163 char *dump = dump_object (op);
1373 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);
1374 return op; 1166 return op;
1375 } 1167 }
1376 1168
1377 if (op->more != NULL) 1169 if (op->more)
1378 { 1170 {
1379 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1380 1172
1381 object *more = op->more; 1173 object *more = op->more;
1382 1174
1383 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1384 * 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
1385 * 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
1386 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1387 */ 1179 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map) 1182 else if (!more->map)
1391 { 1183 {
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 { 1191 {
1400 if (!op->head) 1192 if (!op->head)
1401 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");
1402 1194
1403 return NULL; 1195 return 0;
1404 } 1196 }
1405 } 1197 }
1406 1198
1407 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1408 1200
1415 y = op->y; 1207 y = op->y;
1416 1208
1417 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1418 */ 1210 */
1419 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1420 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)
1421 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1422 { 1214 {
1423 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1424 remove_ob (tmp); 1216 tmp->destroy ();
1425 free_object (tmp);
1426 } 1217 }
1427 1218
1428 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 */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430 1221
1443 op->below = originator->below; 1234 op->below = originator->below;
1444 1235
1445 if (op->below) 1236 if (op->below)
1446 op->below->above = op; 1237 op->below->above = op;
1447 else 1238 else
1448 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1449 1240
1450 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1451 originator->below = op; 1242 originator->below = op;
1452 } 1243 }
1453 else 1244 else
1454 { 1245 {
1455 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1456 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))
1457 { 1248 {
1458 object *last = NULL; 1249 object *last = 0;
1459 1250
1460 /* 1251 /*
1461 * 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.
1462 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1463 * 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
1467 * 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
1468 * 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
1469 * 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
1470 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1471 */ 1262 */
1472
1473 while (top != NULL) 1263 while (top)
1474 { 1264 {
1475 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))
1476 floor = top; 1266 floor = top;
1477 1267
1478 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))
1499 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd. 1291 * stacking is a bit odd.
1502 */ 1292 */
1503 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1504 (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))
1505 { 1295 {
1506 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break; 1298 break;
1509 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1531 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532 1322
1533 if (op->above) 1323 if (op->above)
1534 op->above->below = op; 1324 op->above->below = op;
1535 1325
1536 op->below = NULL; 1326 op->below = 0;
1537 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1538 } 1328 }
1539 else 1329 else
1540 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1541 op->above = top->above; 1331 op->above = top->above;
1542 1332
1545 1335
1546 op->below = top; 1336 op->below = top;
1547 top->above = op; 1337 top->above = op;
1548 } 1338 }
1549 1339
1550 if (op->above == NULL) 1340 if (!op->above)
1551 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1552 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1553 1343
1554 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1555 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;
1556 1352
1557 /* 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
1558 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1559 */ 1355 */
1560 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1561 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 ())
1562 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1563 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1564 1360
1565 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1566 * 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
1567 * 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
1568 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1569 * 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 -
1570 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1572 * of effect may be sufficient. 1368 * of effect may be sufficient.
1573 */ 1369 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1576 1372
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1579 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1580 /* 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,
1581 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1582 * 1380 *
1583 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object(). 1384 * update_object().
1588 1386
1589 /* 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 */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 { 1389 {
1592 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1593 return NULL; 1391 return 0;
1594 1392
1595 /* 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
1596 * walk on's. 1394 * walk on's.
1597 */ 1395 */
1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1599 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1600 return NULL; 1398 return 0;
1601 } 1399 }
1602 1400
1603 return op; 1401 return op;
1604} 1402}
1605 1403
1606/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1607 * 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.
1608 * 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.
1609 */ 1407 */
1610void 1408void
1611replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1612{ 1410{
1613 object * 1411 object *tmp, *tmp1;
1614 tmp;
1615 object *
1616 tmp1;
1617 1412
1618 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1619 1414
1620 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)
1621 {
1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 { 1417 tmp->destroy ();
1624 remove_ob (tmp);
1625 free_object (tmp);
1626 }
1627 }
1628 1418
1629 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1630 1420
1631 tmp1->x = op->x; 1421 tmp1->x = op->x;
1632 tmp1->y = op->y; 1422 tmp1->y = op->y;
1633 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);
1634} 1430}
1635 1431
1636/* 1432/*
1637 * 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
1638 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1639 * 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).
1640 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1641 * global static errmsg array. 1437 * global static errmsg array.
1642 */ 1438 */
1643
1644object * 1439object *
1645get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1646{ 1441{
1647 object * 1442 object *newob;
1648 newob;
1649 int
1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1651 1444
1652 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1653 { 1446 {
1654 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);
1655 return NULL; 1448 return NULL;
1656 } 1449 }
1657 1450
1658 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1659 1452
1660 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1661 { 1454 orig_ob->destroy (1);
1662 if (!is_removed)
1663 remove_ob (orig_ob);
1664 free_object2 (orig_ob, 1);
1665 }
1666 else if (!is_removed) 1455 else if (!is_removed)
1667 { 1456 {
1668 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1669 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1670 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)
1690 1479
1691object * 1480object *
1692decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1693{ 1482{
1694 object *tmp; 1483 object *tmp;
1695 player *pl;
1696 1484
1697 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1698 return op; 1486 return op;
1699 1487
1700 if (i > op->nrof) 1488 if (i > op->nrof)
1701 i = op->nrof; 1489 i = op->nrof;
1702 1490
1703 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i; 1492 op->nrof -= i;
1705 else if (op->env != NULL) 1493 else if (op->env)
1706 { 1494 {
1707 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1708 * therein? 1496 * therein?
1709 */ 1497 */
1710 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1711 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player. 1503 * and then searching the map for a player.
1716 */ 1504 */
1717 if (!tmp) 1505 if (!tmp)
1718 { 1506 for_all_players (pl)
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1721 break; 1510 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 } 1511 }
1727 1512
1728 if (i < op->nrof) 1513 if (i < op->nrof)
1729 { 1514 {
1730 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i; 1516 op->nrof -= i;
1732 if (tmp) 1517 if (tmp)
1733 {
1734 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1735 }
1736 } 1519 }
1737 else 1520 else
1738 { 1521 {
1739 remove_ob (op); 1522 op->remove ();
1740 op->nrof = 0; 1523 op->nrof = 0;
1741 if (tmp) 1524 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1744 }
1745 } 1526 }
1746 } 1527 }
1747 else 1528 else
1748 { 1529 {
1749 object *above = op->above; 1530 object *above = op->above;
1750 1531
1751 if (i < op->nrof) 1532 if (i < op->nrof)
1752 op->nrof -= i; 1533 op->nrof -= i;
1753 else 1534 else
1754 { 1535 {
1755 remove_ob (op); 1536 op->remove ();
1756 op->nrof = 0; 1537 op->nrof = 0;
1757 } 1538 }
1758 1539
1759 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1760 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1761 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1762 { 1543 {
1763 if (op->nrof) 1544 if (op->nrof)
1764 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1765 else 1546 else
1769 1550
1770 if (op->nrof) 1551 if (op->nrof)
1771 return op; 1552 return op;
1772 else 1553 else
1773 { 1554 {
1774 free_object (op); 1555 op->destroy ();
1775 return NULL; 1556 return 0;
1776 } 1557 }
1777} 1558}
1778 1559
1779/* 1560/*
1780 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1792 op->carrying += weight; 1573 op->carrying += weight;
1793 op = op->env; 1574 op = op->env;
1794 } 1575 }
1795} 1576}
1796 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
1797/* 1598/*
1798 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1799 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1800 * inside the object environment. 1601 * inside the object environment.
1801 * 1602 *
1802 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803 * the inventory at the last position or next to other objects of the same
1804 * type.
1805 * Frank: Now sorted by type, archetype and magic!
1806 *
1807 * 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
1808 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1809 */ 1605 */
1810 1606
1811object * 1607object *
1812insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1813{ 1609{
1814 object * 1610 object *tmp, *otmp;
1815 tmp, *
1816 otmp;
1817 1611
1818 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 { 1613 op->remove ();
1820 dump_object (op);
1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822 return op;
1823 }
1824
1825 if (where == NULL)
1826 {
1827 dump_object (op);
1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829 return op;
1830 }
1831
1832 if (where->head)
1833 {
1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835 where = where->head;
1836 }
1837 1614
1838 if (op->more) 1615 if (op->more)
1839 { 1616 {
1840 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);
1841 return op; 1618 return op;
1843 1620
1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1845 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1846 if (op->nrof) 1623 if (op->nrof)
1847 { 1624 {
1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1849 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1850 { 1627 {
1851 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1852 (client needs the original object) */ 1629 (client needs the original object) */
1853 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1854 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1855 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1856 */ 1633 */
1857 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1858 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1859 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1860 op = tmp; 1637 op = tmp;
1861 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1862 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1863 break; 1640 break;
1864 } 1641 }
1865 1642
1866 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1867 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1868 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1869 * 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
1870 * the linking below 1647 * the linking below
1871 */ 1648 */
1872 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1873 } 1650 }
1874 else 1651 else
1875 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1876 1653
1877 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1878 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1879 {
1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881 fix_player (otmp); 1657 otmp->update_stats ();
1882 }
1883 1658
1884 op->map = NULL; 1659 op->map = 0;
1885 op->env = where; 1660 op->env = this;
1886 op->above = NULL; 1661 op->above = 0;
1887 op->below = NULL; 1662 op->below = 0;
1888 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1889 1664
1890 /* 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 */
1891 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1892 { 1667 {
1893#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1894 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);
1895#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1897 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1898 } 1673 }
1899 1674
1900 /* 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.
1901 * It sure simplifies this function... 1676 * It sure simplifies this function...
1902 */ 1677 */
1903 if (where->inv == NULL) 1678 if (!inv)
1904 where->inv = op; 1679 inv = op;
1905 else 1680 else
1906 { 1681 {
1907 op->below = where->inv; 1682 op->below = inv;
1908 op->below->above = op; 1683 op->below->above = op;
1909 where->inv = op; 1684 inv = op;
1910 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1911 return op; 1689 return op;
1912} 1690}
1913 1691
1914/* 1692/*
1915 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1929 * 1707 *
1930 * 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
1931 * 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
1932 * on top. 1710 * on top.
1933 */ 1711 */
1934
1935int 1712int
1936check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1937{ 1714{
1938 object * 1715 object *tmp;
1939 tmp; 1716 maptile *m = op->map;
1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1945 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1946 1718
1947 MoveType 1719 MoveType move_on, move_slow, move_block;
1948 move_on,
1949 move_slow,
1950 move_block;
1951 1720
1952 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953 return 0; 1722 return 0;
1954
1955 tag = op->count;
1956 1723
1957 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);
1958 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);
1959 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);
1960 1727
1976 1743
1977 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1978 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1979 */ 1746 */
1980 1747
1981 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)
1982 { 1749 {
1983 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1984 * 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,
1985 * we don't need to check all of them. 1752 * we don't need to check all of them.
1986 */ 1753 */
2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022 ((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))
2023 { 1790 {
2024 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2025 1792
2026 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2027 return 1; 1794 return 1;
2028 1795
2029 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2030 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2031 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2041/* 1808/*
2042 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2043 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2044 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2045 */ 1812 */
2046
2047object * 1813object *
2048present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2049{ 1815{
2050 object *
2051 tmp;
2052
2053 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2054 { 1817 {
2055 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2056 return NULL; 1819 return NULL;
2057 } 1820 }
2058 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)
2059 if (tmp->arch == at) 1823 if (tmp->arch == at)
2060 return tmp; 1824 return tmp;
1825
2061 return NULL; 1826 return NULL;
2062} 1827}
2063 1828
2064/* 1829/*
2065 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2066 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2067 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2068 */ 1833 */
2069
2070object * 1834object *
2071present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2072{ 1836{
2073 object *
2074 tmp;
2075
2076 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2077 { 1838 {
2078 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2079 return NULL; 1840 return NULL;
2080 } 1841 }
2081 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)
2082 if (tmp->type == type) 1844 if (tmp->type == type)
2083 return tmp; 1845 return tmp;
1846
2084 return NULL; 1847 return NULL;
2085} 1848}
2086 1849
2087/* 1850/*
2088 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2089 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2090 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2091 */ 1854 */
2092
2093object * 1855object *
2094present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2095{ 1857{
2096 object *
2097 tmp;
2098
2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100 if (tmp->type == type) 1859 if (tmp->type == type)
2101 return tmp; 1860 return tmp;
1861
2102 return NULL; 1862 return NULL;
2103} 1863}
2104 1864
2105/* 1865/*
2106 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2114 * 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
2115 * 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
2116 * 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
2117 * to be unique. 1877 * to be unique.
2118 */ 1878 */
2119
2120object * 1879object *
2121present_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)
2122{ 1881{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 {
2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129 return tmp; 1884 return tmp;
2130 } 1885
2131 return NULL; 1886 return 0;
2132} 1887}
2133 1888
2134/* 1889/*
2135 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2136 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2138 */ 1893 */
2139
2140object * 1894object *
2141present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2142{ 1896{
2143 object *
2144 tmp;
2145
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if (tmp->arch == at) 1898 if (tmp->arch == at)
2148 return tmp; 1899 return tmp;
1900
2149 return NULL; 1901 return NULL;
2150} 1902}
2151 1903
2152/* 1904/*
2153 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2154 */ 1906 */
2155void 1907void
2156flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2157{ 1909{
2158 object *
2159 tmp;
2160
2161 if (op->inv) 1910 if (op->inv)
2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 { 1912 {
2164 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2165 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2166 } 1915 }
2167} /* 1916}
1917
1918/*
2168 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2169 */ 1920 */
2170void 1921void
2171unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2172{ 1923{
2173 object *
2174 tmp;
2175
2176 if (op->inv) 1924 if (op->inv)
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 { 1926 {
2179 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2180 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2181 } 1929 }
2182} 1930}
2185 * 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
2186 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2187 * 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
2188 * 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.
2189 */ 1937 */
2190
2191void 1938void
2192set_cheat (object *op) 1939set_cheat (object *op)
2193{ 1940{
2194 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2195 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2214 * 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
2215 * 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
2216 * 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
2217 * customized, changed states, etc. 1964 * customized, changed states, etc.
2218 */ 1965 */
2219
2220int 1966int
2221find_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)
2222{ 1968{
2223 int
2224 i,
2225 index = 0, flag; 1969 int index = 0, flag;
2226 static int
2227 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2228 1971
2229 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2230 { 1973 {
2231 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]);
2232 if (!flag) 1975 if (!flag)
2233 altern[index++] = i; 1976 altern [index++] = i;
2234 1977
2235 /* 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.
2236 * 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.
2237 * 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 -
2238 * 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
2239 * 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
2240 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2241 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2242 */ 1985 */
2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2244 stop = maxfree[i]; 1987 stop = maxfree[i];
2245 } 1988 }
1989
2246 if (!index) 1990 if (!index)
2247 return -1; 1991 return -1;
1992
2248 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2249} 1994}
2250 1995
2251/* 1996/*
2252 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2253 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2254 * 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.
2255 * 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.
2256 */ 2001 */
2257
2258int 2002int
2259find_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)
2260{ 2004{
2261 int
2262 i;
2263
2264 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2265 {
2266 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]))
2267 return i; 2007 return i;
2268 } 2008
2269 return -1; 2009 return -1;
2270} 2010}
2271 2011
2272/* 2012/*
2273 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2274 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2275 */ 2016 */
2276static void 2017static void
2277permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2278{ 2019{
2279 int 2020 arr += begin;
2280 i,
2281 j,
2282 tmp,
2283 len;
2284
2285 len = end - begin; 2021 end -= begin;
2286 for (i = begin; i < end; i++)
2287 {
2288 j = begin + RANDOM () % len;
2289 2022
2290 tmp = arr[i]; 2023 while (--end)
2291 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2292 arr[j] = tmp;
2293 }
2294} 2025}
2295 2026
2296/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2297 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2298 * 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
2301 * 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.
2302 */ 2033 */
2303void 2034void
2304get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2305{ 2036{
2306 int 2037 int i;
2307 i;
2308 2038
2309 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2040 search_arr[i] = i;
2312 }
2313 2041
2314 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2045}
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * 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
2328 * 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
2329 * there is capable of. 2057 * there is capable of.
2330 */ 2058 */
2331
2332int 2059int
2333find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2334{ 2061{
2335 int
2336 i,
2337 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2338 2063
2339 sint16 nx, ny; 2064 sint16 nx, ny;
2340 object * 2065 object *tmp;
2341 tmp; 2066 maptile *mp;
2342 mapstruct *
2343 mp;
2344 2067
2345 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2346 2069
2347 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2348 { 2071 {
2360 mp = m; 2083 mp = m;
2361 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2362 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2363 2086
2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2365 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2366 {
2367 max = maxfree[i]; 2090 max = maxfree[i];
2368 }
2369 else 2091 else
2370 { 2092 {
2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2372 2096
2373 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2374 {
2375 max = maxfree[i]; 2098 max = maxfree[i];
2376 }
2377 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2378 { 2100 {
2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2380 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2383 break; 2104 break;
2384 } 2105
2385 }
2386 if (tmp) 2106 if (tmp)
2387 {
2388 return freedir[i]; 2107 return freedir[i];
2389 }
2390 } 2108 }
2391 } 2109 }
2392 } 2110 }
2111
2393 return 0; 2112 return 0;
2394} 2113}
2395 2114
2396/* 2115/*
2397 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2398 * distance between the two given objects. 2117 * distance between the two given objects.
2399 */ 2118 */
2400
2401int 2119int
2402distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2403{ 2121{
2404 int
2405 i;
2406
2407 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);
2408 return i;
2409} 2123}
2410 2124
2411/* 2125/*
2412 * 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
2413 * 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
2414 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2415 */ 2129 */
2416
2417int 2130int
2418find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2419{ 2132{
2420 int 2133 int q;
2421 q;
2422 2134
2423 if (y) 2135 if (y)
2424 q = x * 100 / y; 2136 q = x * 100 / y;
2425 else if (x) 2137 else if (x)
2426 q = -300 * x; 2138 q = -300 * x;
2451 2163
2452 return 3; 2164 return 3;
2453} 2165}
2454 2166
2455/* 2167/*
2456 * absdir(int): Returns a number between 1 and 8, which represent
2457 * the "absolute" direction of a number (it actually takes care of
2458 * "overflow" in previous calculations of a direction).
2459 */
2460
2461int
2462absdir (int d)
2463{
2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2468 return d;
2469}
2470
2471/*
2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2473 * between two directions (which are expected to be absolute (see absdir()) 2169 * between two directions (which are expected to be absolute (see absdir())
2474 */ 2170 */
2475
2476int 2171int
2477dirdiff (int dir1, int dir2) 2172dirdiff (int dir1, int dir2)
2478{ 2173{
2479 int 2174 int d;
2480 d;
2481 2175
2482 d = abs (dir1 - dir2); 2176 d = abs (dir1 - dir2);
2483 if (d > 4) 2177 if (d > 4)
2484 d = 8 - d; 2178 d = 8 - d;
2179
2485 return d; 2180 return d;
2486} 2181}
2487 2182
2488/* peterm: 2183/* peterm:
2489 * 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.
2492 * 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
2493 * 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.
2494 * 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
2495 * functions. 2190 * functions.
2496 */ 2191 */
2497
2498int
2499 reduction_dir[SIZEOFFREE][3] = { 2192int reduction_dir[SIZEOFFREE][3] = {
2500 {0, 0, 0}, /* 0 */ 2193 {0, 0, 0}, /* 0 */
2501 {0, 0, 0}, /* 1 */ 2194 {0, 0, 0}, /* 1 */
2502 {0, 0, 0}, /* 2 */ 2195 {0, 0, 0}, /* 2 */
2503 {0, 0, 0}, /* 3 */ 2196 {0, 0, 0}, /* 3 */
2504 {0, 0, 0}, /* 4 */ 2197 {0, 0, 0}, /* 4 */
2552 * find a path to that monster that we found. If not, 2245 * find a path to that monster that we found. If not,
2553 * we don't bother going toward it. Returns 1 if we 2246 * we don't bother going toward it. Returns 1 if we
2554 * can see a direct way to get it 2247 * can see a direct way to get it
2555 * Modified to be map tile aware -.MSW 2248 * Modified to be map tile aware -.MSW
2556 */ 2249 */
2557
2558
2559int 2250int
2560can_see_monsterP (mapstruct *m, int x, int y, int dir) 2251can_see_monsterP (maptile *m, int x, int y, int dir)
2561{ 2252{
2562 sint16 dx, dy; 2253 sint16 dx, dy;
2563 int
2564 mflags; 2254 int mflags;
2565 2255
2566 if (dir < 0) 2256 if (dir < 0)
2567 return 0; /* exit condition: invalid direction */ 2257 return 0; /* exit condition: invalid direction */
2568 2258
2569 dx = x + freearr_x[dir]; 2259 dx = x + freearr_x[dir];
2582 return 0; 2272 return 0;
2583 2273
2584 /* yes, can see. */ 2274 /* yes, can see. */
2585 if (dir < 9) 2275 if (dir < 9)
2586 return 1; 2276 return 1;
2277
2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2278 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2588 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]);
2589} 2281}
2590
2591
2592 2282
2593/* 2283/*
2594 * 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
2595 * picked up by the picker. Returnes 1 if it can be 2285 * picked up by the picker. Returnes 1 if it can be
2596 * picked up, otherwise 0. 2286 * picked up, otherwise 0.
2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609 !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));
2610} 2300}
2611 2301
2612
2613/* 2302/*
2614 * create clone from object to another 2303 * create clone from object to another
2615 */ 2304 */
2616object * 2305object *
2617object_create_clone (object *asrc) 2306object_create_clone (object *asrc)
2618{ 2307{
2619 object *
2620 dst = NULL, *tmp, *src, *part, *prev, *item; 2308 object *dst = 0, *tmp, *src, *part, *prev, *item;
2621 2309
2622 if (!asrc) 2310 if (!asrc)
2623 return NULL; 2311 return 0;
2312
2624 src = asrc; 2313 src = asrc;
2625 if (src->head) 2314 if (src->head)
2626 src = src->head; 2315 src = src->head;
2627 2316
2628 prev = NULL; 2317 prev = 0;
2629 for (part = src; part; part = part->more) 2318 for (part = src; part; part = part->more)
2630 { 2319 {
2631 tmp = get_object (); 2320 tmp = part->clone ();
2632 copy_object (part, tmp);
2633 tmp->x -= src->x; 2321 tmp->x -= src->x;
2634 tmp->y -= src->y; 2322 tmp->y -= src->y;
2323
2635 if (!part->head) 2324 if (!part->head)
2636 { 2325 {
2637 dst = tmp; 2326 dst = tmp;
2638 tmp->head = NULL; 2327 tmp->head = 0;
2639 } 2328 }
2640 else 2329 else
2641 {
2642 tmp->head = dst; 2330 tmp->head = dst;
2643 } 2331
2644 tmp->more = NULL; 2332 tmp->more = 0;
2333
2645 if (prev) 2334 if (prev)
2646 prev->more = tmp; 2335 prev->more = tmp;
2336
2647 prev = tmp; 2337 prev = tmp;
2648 } 2338 }
2649 2339
2650 /*** copy inventory ***/
2651 for (item = src->inv; item; item = item->below) 2340 for (item = src->inv; item; item = item->below)
2652 {
2653 (void) insert_ob_in_ob (object_create_clone (item), dst); 2341 insert_ob_in_ob (object_create_clone (item), dst);
2654 }
2655 2342
2656 return dst; 2343 return dst;
2657} 2344}
2658 2345
2659/* return true if the object was destroyed, 0 otherwise */
2660int
2661was_destroyed (const object *op, tag_t old_tag)
2662{
2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664 * robust */
2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666}
2667
2668/* GROS - Creates an object using a string representing its content. */ 2346/* GROS - Creates an object using a string representing its content. */
2669
2670/* 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 */
2671
2672/* 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, */
2673
2674/* 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. */
2675
2676/* 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. */
2677
2678/* Also remember that multiparts objects are not supported for now. */ 2351/* Also remember that multiparts objects are not supported for now. */
2679
2680object * 2352object *
2681load_object_str (const char *obstr) 2353load_object_str (const char *obstr)
2682{ 2354{
2683 object * 2355 object *op;
2684 op;
2685 char
2686 filename[MAX_BUF]; 2356 char filename[MAX_BUF];
2687 2357
2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689 2359
2690 FILE *
2691 tempfile = fopen (filename, "w"); 2360 FILE *tempfile = fopen (filename, "w");
2692 2361
2693 if (tempfile == NULL) 2362 if (tempfile == NULL)
2694 { 2363 {
2695 LOG (llevError, "Error - Unable to access load object temp file\n"); 2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2696 return NULL; 2365 return NULL;
2697 } 2366 }
2698 2367
2699 fprintf (tempfile, obstr); 2368 fprintf (tempfile, obstr);
2700 fclose (tempfile); 2369 fclose (tempfile);
2701 2370
2702 op = get_object (); 2371 op = object::create ();
2703 2372
2704 object_thawer thawer (filename); 2373 object_thawer thawer (filename);
2705 2374
2706 if (thawer) 2375 if (thawer)
2707 load_object (thawer, op, 0); 2376 load_object (thawer, op, 0);
2717 * returns NULL if no match. 2386 * returns NULL if no match.
2718 */ 2387 */
2719object * 2388object *
2720find_obj_by_type_subtype (const object *who, int type, int subtype) 2389find_obj_by_type_subtype (const object *who, int type, int subtype)
2721{ 2390{
2722 object *
2723 tmp;
2724
2725 for (tmp = who->inv; tmp; tmp = tmp->below) 2391 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2726 if (tmp->type == type && tmp->subtype == subtype) 2392 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp; 2393 return tmp;
2728 2394
2729 return NULL; 2395 return 0;
2730} 2396}
2731 2397
2732/* 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,
2733 * otherwise return NULL. 2399 * otherwise return NULL.
2734 * 2400 *
2736 * do the desired thing. 2402 * do the desired thing.
2737 */ 2403 */
2738key_value * 2404key_value *
2739get_ob_key_link (const object *ob, const char *key) 2405get_ob_key_link (const object *ob, const char *key)
2740{ 2406{
2741 key_value *
2742 link;
2743
2744 for (link = ob->key_values; link != NULL; link = link->next) 2407 for (key_value *link = ob->key_values; link; link = link->next)
2745 {
2746 if (link->key == key) 2408 if (link->key == key)
2747 {
2748 return link; 2409 return link;
2749 }
2750 }
2751 2410
2752 return NULL; 2411 return 0;
2753} 2412}
2754 2413
2755/* 2414/*
2756 * 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.
2757 * 2416 *
2797 * Returns TRUE on success. 2456 * Returns TRUE on success.
2798 */ 2457 */
2799int 2458int
2800set_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)
2801{ 2460{
2802 key_value *
2803 field = NULL, *last = NULL; 2461 key_value *field = NULL, *last = NULL;
2804 2462
2805 for (field = op->key_values; field != NULL; field = field->next) 2463 for (field = op->key_values; field != NULL; field = field->next)
2806 { 2464 {
2807 if (field->key != canonical_key) 2465 if (field->key != canonical_key)
2808 { 2466 {
2836 /* IF we get here, key doesn't exist */ 2494 /* IF we get here, key doesn't exist */
2837 2495
2838 /* No field, we'll have to add it. */ 2496 /* No field, we'll have to add it. */
2839 2497
2840 if (!add_key) 2498 if (!add_key)
2841 {
2842 return FALSE; 2499 return FALSE;
2843 } 2500
2844 /* There isn't any good reason to store a null 2501 /* There isn't any good reason to store a null
2845 * value in the key/value list. If the archetype has 2502 * value in the key/value list. If the archetype has
2846 * this key, then we should also have it, so shouldn't 2503 * this key, then we should also have it, so shouldn't
2847 * be here. If user wants to store empty strings, 2504 * be here. If user wants to store empty strings,
2848 * should pass in "" 2505 * should pass in ""
2897 } 2554 }
2898 else 2555 else
2899 item = item->env; 2556 item = item->env;
2900} 2557}
2901 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
2902// 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
2903const char * 2589const char *
2904object::debug_desc (char *info) const 2590object::debug_desc (char *info) const
2905{ 2591{
2592 char flagdesc[512];
2906 char info2[256 * 3]; 2593 char info2[256 * 4];
2907 char *p = info; 2594 char *p = info;
2908 2595
2909 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}",
2910 count, 2597 count, uuid.seq,
2911 &name, 2598 &name,
2912 title ? " " : "", 2599 title ? "\",title:" : "",
2913 title ? (const char *)title : ""); 2600 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type);
2914 2602
2915 if (env) 2603 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917 2605
2918 if (map) 2606 if (map)
2919 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);
2920 2608
2921 return info; 2609 return info;
2922} 2610}
2923 2611
2924const char * 2612const char *
2925object::debug_desc () const 2613object::debug_desc () const
2926{ 2614{
2927 static char info[256 * 3]; 2615 static char info[256 * 4];
2928 return debug_desc (info); 2616 return debug_desc (info);
2929} 2617}
2930 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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