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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
512 422
513void 423void
514free_all_object_data () 424free_all_object_data ()
515{ 425{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 427}
539 428
540/* 429/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 431 * skill and experience objects.
575 } 464 }
576 465
577 op->key_values = 0; 466 op->key_values = 0;
578} 467}
579 468
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 469/*
633 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 475 * will point at garbage.
639 */ 476 */
640void 477void
641copy_object (object *op2, object *op) 478object::copy_to (object *dst)
642{ 479{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 482
646 op2->clone (op); 483 *(object_copy *)dst = *this;
647 484
648 if (is_freed) 485 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
650 if (is_removed) 488 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
652 490
653 if (op2->speed < 0) 491 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 493
656 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
657 if (op2->key_values) 495 if (key_values)
658 { 496 {
659 key_value *tail = 0; 497 key_value *tail = 0;
660 key_value *i; 498 key_value *i;
661 499
662 op->key_values = 0; 500 dst->key_values = 0;
663 501
664 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
665 { 503 {
666 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
667 505
668 new_link->next = 0; 506 new_link->next = 0;
669 new_link->key = i->key; 507 new_link->key = i->key;
670 new_link->value = i->value; 508 new_link->value = i->value;
671 509
672 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
673 if (!op->key_values) 511 if (!dst->key_values)
674 { 512 {
675 op->key_values = new_link; 513 dst->key_values = new_link;
676 tail = new_link; 514 tail = new_link;
677 } 515 }
678 else 516 else
679 { 517 {
680 tail->next = new_link; 518 tail->next = new_link;
681 tail = new_link; 519 tail = new_link;
682 } 520 }
683 } 521 }
684 } 522 }
685 523
686 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
687} 533}
688 534
689/* 535/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
693 */ 539 */
694
695void 540void
696update_turn_face (object *op) 541update_turn_face (object *op)
697{ 542{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 544 return;
545
700 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
702} 548}
703 549
704/* 550/*
705 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
708 */ 554 */
709void 555void
710update_ob_speed (object *op) 556object::set_speed (float speed)
711{ 557{
712 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 559 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 561 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 562 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 563
737 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 565
741 if (op->active_next != NULL) 566 if (has_active_speed ())
742 op->active_next->active_prev = op; 567 activate ();
743
744 active_objects = op;
745 }
746 else 568 else
747 { 569 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 570}
771 571
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 572/*
804 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 576 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
811 * 580 *
812 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 582 * current action are:
818 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
823 */ 588 */
824
825void 589void
826update_object (object *op, int action) 590update_object (object *op, int action)
827{ 591{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
830 593
831 if (op == NULL) 594 if (op == NULL)
832 { 595 {
833 /* this should never happen */ 596 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 598 return;
836 } 599 }
837 600
838 if (op->env != NULL) 601 if (op->env)
839 { 602 {
840 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
841 * to do in this case. 604 * to do in this case.
842 */ 605 */
843 return; 606 return;
848 */ 611 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 613 return;
851 614
852 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 617 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 619#ifdef MANY_CORES
857 abort (); 620 abort ();
858#endif 621#endif
859 return; 622 return;
860 } 623 }
861 624
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
869 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
870 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 642 * to have move_allow right now.
894 */ 643 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 646 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 647 }
901 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 650 * that is being removed.
904 */ 651 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 653 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
909 else 656 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 658
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 659 if (op->more)
919 update_object (op->more, action); 660 update_object (op->more, action);
920} 661}
921 662
922static unordered_vector<object *> mortals; 663object *object::first;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943 664
944object::object () 665object::object ()
945{ 666{
946 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
947 668
948 expmul = 1.0; 669 expmul = 1.0;
949 face = blank_face; 670 face = blank_face;
950 attacked_by_count = -1;
951} 671}
952 672
953object::~object () 673object::~object ()
954{ 674{
955 free_key_values (this); 675 free_key_values (this);
956} 676}
957 677
958void object::link () 678void object::link ()
959{ 679{
960 count = ++ob_count; 680 assert (!count);//D
961 uuid = gen_uuid (); 681 uuid = gen_uuid ();
962 682
963 prev = 0; 683 refcnt_inc ();
964 next = objects; 684 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 685}
971 686
972void object::unlink () 687void object::unlink ()
973{ 688{
974 //count = 0;//D 689 assert (count);//D
975 if (!prev && !next) return;//D 690 objects.erase (this);
691 refcnt_dec ();
692}
976 693
977 if (this == objects) 694void
978 objects = next; 695object::activate ()
696{
697 /* If already on active list, don't do anything */
698 if (active)
699 return;
979 700
980 /* Remove this object from the list of used objects */ 701 if (has_active_speed ())
981 if (prev) prev->next = next; 702 actives.insert (this);
982 if (next) next->prev = prev; 703}
983 704
984 prev = 0; 705void
985 next = 0; 706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
721 */
722void
723object::deactivate ()
724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
728
729 actives.erase (this);
730}
731
732void
733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
737
738 deactivate ();
739}
740
741void
742object::set_flag_inv (int flag, int value)
743{
744 for (object *op = inv; op; op = op->below)
745 {
746 op->flag [flag] = value;
747 op->set_flag_inv (flag, value);
748 }
749}
750
751/*
752 * Remove and free all objects in the inventory of the given object.
753 * object.c ?
754 */
755void
756object::destroy_inv (bool drop_to_ground)
757{
758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
766 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects
768 * drop on that space.
769 */
770 if (!drop_to_ground
771 || !map
772 || map->in_memory != MAP_IN_MEMORY
773 || ms ().move_block == MOVE_ALL)
774 {
775 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy ();
779 }
780 }
781 else
782 { /* Put objects in inventory onto this space */
783 while (inv)
784 {
785 object *op = inv;
786
787 if (op->flag [FLAG_STARTEQUIP]
788 || op->flag [FLAG_NO_DROP]
789 || op->type == RUNE
790 || op->type == TRAP
791 || op->flag [FLAG_IS_A_TEMPLATE]
792 || op->flag [FLAG_DESTROY_ON_DEATH])
793 op->destroy ();
794 else
795 map->insert (op, x, y);
796 }
797 }
986} 798}
987 799
988object *object::create () 800object *object::create ()
989{ 801{
990 object *op = new object; 802 object *op = new object;
991 op->link (); 803 op->link ();
992 return op; 804 return op;
993} 805}
994 806
995/* 807void
996 * free_object() frees everything allocated by an object, removes 808object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 809{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 810 if (flag [FLAG_IS_LINKED])
811 remove_button_link (this);
812
813 if (flag [FLAG_FRIENDLY])
814 remove_friendly_object (this);
815
816 if (!flag [FLAG_REMOVED])
817 remove ();
818
819 if (flag [FLAG_FREED])
1008 return; 820 return;
1009 821
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 822 set_speed (0);
1011 remove_friendly_object (this);
1012 823
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 824 flag [FLAG_FREED] = 1;
1014 remove_ob (this);
1015 825
1016 SET_FLAG (this, FLAG_FREED); 826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
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;
1017 853
1018 if (more) 854 if (more)
1019 { 855 {
1020 more->free (free_inventory); 856 more->destroy ();
1021 more = 0; 857 more = 0;
1022 } 858 }
1023 859
1024 if (inv) 860 // clear those pointers that likely might have circular references to us
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0; 861 owner = 0;
862 enemy = 0;
863 attacked_by = 0;
864}
1067 865
1068 /* Remove object from the active list */ 866void
1069 speed = 0; 867object::destroy (bool destroy_inventory)
1070 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1071 871
1072 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1073 874
1074 mortals.push_back (this); 875 attachable::destroy ();
1075} 876}
1076 877
1077/* 878/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1079 * 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)).
1080 */ 881 */
1081
1082void 882void
1083sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1084{ 884{
1085 while (op != NULL) 885 while (op != NULL)
1086 { 886 {
1087 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 889
1091 op->carrying -= weight; 890 op->carrying -= weight;
1092 op = op->env; 891 op = op->env;
1093 } 892 }
1094} 893}
1095 894
1096/* remove_ob(op): 895/* op->remove ():
1097 * 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
1098 * 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
1099 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 900 * the previous environment.
1102 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1103 */ 902 */
1104
1105void 903void
1106remove_ob (object *op) 904object::remove ()
1107{ 905{
906 object *tmp, *last = 0;
1108 object * 907 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 908
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 910 return;
1127 911
1128 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1129 914
1130 if (op->more != NULL) 915 if (more)
1131 remove_ob (op->more); 916 more->remove ();
1132 917
1133 /* 918 /*
1134 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1135 * inventory. 920 * inventory.
1136 */ 921 */
1137 if (op->env != NULL) 922 if (env)
1138 { 923 {
1139 if (op->nrof) 924 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1141 else 926 else
1142 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1143 928
1144 /* 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
1145 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 931 * to save cpu time.
1147 */ 932 */
1148 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))
1149 fix_player (otmp); 934 otmp->update_stats ();
1150 935
1151 if (op->above != NULL) 936 if (above)
1152 op->above->below = op->below; 937 above->below = below;
1153 else 938 else
1154 op->env->inv = op->below; 939 env->inv = below;
1155 940
1156 if (op->below != NULL) 941 if (below)
1157 op->below->above = op->above; 942 below->above = above;
1158 943
1159 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1160 * 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
1161 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1162 */ 947 */
1163 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1164 op->map = op->env->map; 949 map = env->map;
1165 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1166 op->env = NULL; 951 env = 0;
1167 } 952 }
1168 else if (op->map) 953 else if (map)
1169 { 954 {
1170 x = op->x; 955 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 } 956 {
1184 957 --map->players;
1185 if (op->map != m) 958 map->touch ();
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */ 959 }
960
961 map->dirty = true;
1192 962
1193 /* link the object above us */ 963 /* link the object above us */
1194 if (op->above) 964 if (above)
1195 op->above->below = op->below; 965 above->below = below;
1196 else 966 else
1197 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 */
1198 968
1199 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1200 if (op->below) 970 if (below)
1201 op->below->above = op->above; 971 below->above = above;
1202 else 972 else
1203 { 973 {
1204 /* 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
1205 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1206 * evident 976 * evident
1207 */ 977 */
1208 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1209 { 979 {
1210 dump_object (op); 980 char *dump = dump_object (this);
1211 LOG (llevError, 981 LOG (llevError,
1212 "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);
1213 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1214 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1215 } 987 }
1216 988
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1218 } 990 }
1219 991
1220 op->above = 0; 992 above = 0;
1221 op->below = 0; 993 below = 0;
1222 994
1223 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1224 return; 996 return;
1225 997
1226 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 999
1229 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)
1230 { 1001 {
1231 /* 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
1232 * being removed. 1003 * being removed.
1233 */ 1004 */
1234 1005
1235 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1236 { 1007 {
1237 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1239 * appropriately. 1010 * appropriately.
1240 */ 1011 */
1241 if (tmp->container == op) 1012 if (tmp->container == this)
1242 { 1013 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1015 tmp->container = 0;
1245 } 1016 }
1246 1017
1247 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1248 } 1020 }
1249 1021
1250 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1251 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))
1252 { 1026 {
1253 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1254 1028
1255 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1256 {
1257 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 ());
1258 }
1259 } 1031 }
1260 1032
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1264 tmp->above = NULL; 1036 tmp->above = 0;
1265 1037
1266 last = tmp; 1038 last = tmp;
1267 } 1039 }
1268 1040
1269 /* 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?
1270 if (last == NULL) 1043 if (!last)
1271 { 1044 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1045 else
1281 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1282 1047
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1285 } 1050 }
1286} 1051}
1287 1052
1288/* 1053/*
1289 * merge_ob(op,top): 1054 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1298{ 1063{
1299 if (!op->nrof) 1064 if (!op->nrof)
1300 return 0; 1065 return 0;
1301 1066
1302 if (top == NULL) 1067 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1304 1070
1305 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1306 { 1072 {
1307 if (top == op) 1073 if (top == op)
1308 continue; 1074 continue;
1309 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1310 { 1077 {
1311 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1312 1079
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1082 op->destroy ();
1316 free_object (op);
1317 return top; 1083 return top;
1318 } 1084 }
1319 } 1085 }
1320 1086
1321 return NULL; 1087 return 0;
1322} 1088}
1323 1089
1324/* 1090/*
1325 * 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
1326 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1327 */ 1093 */
1328object * 1094object *
1329insert_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)
1330{ 1096{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1098 {
1338 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1340 } 1101 }
1341 1102
1360 * Return value: 1121 * Return value:
1361 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1124 * just 'op' otherwise
1364 */ 1125 */
1365
1366object * 1126object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1128{
1369 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1370 sint16 x, y; 1130 sint16 x, y;
1371 1131
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1373 { 1133 {
1374 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL; 1135 return NULL;
1376 } 1136 }
1377 1137
1378 if (m == NULL) 1138 if (!m)
1379 { 1139 {
1380 dump_object (op); 1140 char *dump = dump_object (op);
1381 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);
1382 return op; 1143 return op;
1383 } 1144 }
1384 1145
1385 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1386 { 1147 {
1387 dump_object (op); 1148 char *dump = dump_object (op);
1388 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);
1389#ifdef MANY_CORES 1150#ifdef MANY_CORES
1390 /* 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
1391 * 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
1392 * improperly inserted. 1153 * improperly inserted.
1393 */ 1154 */
1394 abort (); 1155 abort ();
1395#endif 1156#endif
1157 free (dump);
1396 return op; 1158 return op;
1397 } 1159 }
1398 1160
1399 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1162 {
1401 dump_object (op); 1163 char *dump = dump_object (op);
1402 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);
1403 return op; 1166 return op;
1404 } 1167 }
1405 1168
1406 if (op->more != NULL) 1169 if (op->more)
1407 { 1170 {
1408 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1409 1172
1410 object *more = op->more; 1173 object *more = op->more;
1411 1174
1412 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1413 * 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
1414 * 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
1415 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1416 */ 1179 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map) 1182 else if (!more->map)
1420 { 1183 {
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 { 1191 {
1429 if (!op->head) 1192 if (!op->head)
1430 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");
1431 1194
1432 return NULL; 1195 return 0;
1433 } 1196 }
1434 } 1197 }
1435 1198
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1200
1444 y = op->y; 1207 y = op->y;
1445 1208
1446 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1447 */ 1210 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1449 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)
1450 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1451 { 1214 {
1452 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1216 tmp->destroy ();
1454 free_object (tmp);
1455 } 1217 }
1456 1218
1457 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 */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1221
1472 op->below = originator->below; 1234 op->below = originator->below;
1473 1235
1474 if (op->below) 1236 if (op->below)
1475 op->below->above = op; 1237 op->below->above = op;
1476 else 1238 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1478 1240
1479 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1480 originator->below = op; 1242 originator->below = op;
1481 } 1243 }
1482 else 1244 else
1483 { 1245 {
1484 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1485 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))
1486 { 1248 {
1487 object *last = NULL; 1249 object *last = 0;
1488 1250
1489 /* 1251 /*
1490 * 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.
1491 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1492 * 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
1496 * 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
1497 * 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
1498 * 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
1499 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1500 */ 1262 */
1501
1502 while (top != NULL) 1263 while (top)
1503 { 1264 {
1504 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))
1505 floor = top; 1266 floor = top;
1506 1267
1507 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))
1528 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1291 * stacking is a bit odd.
1531 */ 1292 */
1532 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1533 (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))
1534 { 1295 {
1535 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1298 break;
1538 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561 1322
1562 if (op->above) 1323 if (op->above)
1563 op->above->below = op; 1324 op->above->below = op;
1564 1325
1565 op->below = NULL; 1326 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1567 } 1328 }
1568 else 1329 else
1569 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1570 op->above = top->above; 1331 op->above = top->above;
1571 1332
1574 1335
1575 op->below = top; 1336 op->below = top;
1576 top->above = op; 1337 top->above = op;
1577 } 1338 }
1578 1339
1579 if (op->above == NULL) 1340 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1582 1343
1583 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1584 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;
1585 1352
1586 /* 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
1587 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1588 */ 1355 */
1589 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1590 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 ())
1591 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1593 1360
1594 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1595 * 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
1596 * 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
1597 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1598 * 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 -
1599 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1368 * of effect may be sufficient.
1602 */ 1369 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1605 1372
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1608 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1609 /* 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,
1610 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1611 * 1380 *
1612 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1384 * update_object().
1617 1386
1618 /* 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 */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1389 {
1621 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1622 return NULL; 1391 return 0;
1623 1392
1624 /* 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
1625 * walk on's. 1394 * walk on's.
1626 */ 1395 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1629 return NULL; 1398 return 0;
1630 } 1399 }
1631 1400
1632 return op; 1401 return op;
1633} 1402}
1634 1403
1635/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1636 * 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.
1637 * 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.
1638 */ 1407 */
1639void 1408void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1410{
1642 object * 1411 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1412
1647 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1648 1414
1649 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)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1417 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1418
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1420
1660 tmp1->x = op->x; 1421 tmp1->x = op->x;
1661 tmp1->y = op->y; 1422 tmp1->y = op->y;
1662 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);
1663} 1430}
1664 1431
1665/* 1432/*
1666 * 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
1667 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1668 * 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).
1669 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1437 * global static errmsg array.
1671 */ 1438 */
1672
1673object * 1439object *
1674get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1675{ 1441{
1676 object * 1442 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1444
1681 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1682 { 1446 {
1683 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);
1684 return NULL; 1448 return NULL;
1685 } 1449 }
1686 1450
1687 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1688 1452
1689 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1690 { 1454 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1455 else if (!is_removed)
1696 { 1456 {
1697 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 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)
1719 1479
1720object * 1480object *
1721decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1722{ 1482{
1723 object *tmp; 1483 object *tmp;
1724 player *pl;
1725 1484
1726 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1486 return op;
1728 1487
1729 if (i > op->nrof) 1488 if (i > op->nrof)
1730 i = op->nrof; 1489 i = op->nrof;
1731 1490
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1492 op->nrof -= i;
1734 else if (op->env != NULL) 1493 else if (op->env)
1735 { 1494 {
1736 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1737 * therein? 1496 * therein?
1738 */ 1497 */
1739 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1503 * and then searching the map for a player.
1745 */ 1504 */
1746 if (!tmp) 1505 if (!tmp)
1747 { 1506 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1750 break; 1510 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1511 }
1756 1512
1757 if (i < op->nrof) 1513 if (i < op->nrof)
1758 { 1514 {
1759 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1516 op->nrof -= i;
1761 if (tmp) 1517 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1764 }
1765 } 1519 }
1766 else 1520 else
1767 { 1521 {
1768 remove_ob (op); 1522 op->remove ();
1769 op->nrof = 0; 1523 op->nrof = 0;
1770 if (tmp) 1524 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1526 }
1775 } 1527 }
1776 else 1528 else
1777 { 1529 {
1778 object *above = op->above; 1530 object *above = op->above;
1779 1531
1780 if (i < op->nrof) 1532 if (i < op->nrof)
1781 op->nrof -= i; 1533 op->nrof -= i;
1782 else 1534 else
1783 { 1535 {
1784 remove_ob (op); 1536 op->remove ();
1785 op->nrof = 0; 1537 op->nrof = 0;
1786 } 1538 }
1787 1539
1788 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1791 { 1543 {
1792 if (op->nrof) 1544 if (op->nrof)
1793 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1794 else 1546 else
1798 1550
1799 if (op->nrof) 1551 if (op->nrof)
1800 return op; 1552 return op;
1801 else 1553 else
1802 { 1554 {
1803 free_object (op); 1555 op->destroy ();
1804 return NULL; 1556 return 0;
1805 } 1557 }
1806} 1558}
1807 1559
1808/* 1560/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1821 op->carrying += weight; 1573 op->carrying += weight;
1822 op = op->env; 1574 op = op->env;
1823 } 1575 }
1824} 1576}
1825 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
1826/* 1598/*
1827 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1828 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1829 * inside the object environment. 1601 * inside the object environment.
1830 * 1602 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * 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
1837 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1838 */ 1605 */
1839 1606
1840object * 1607object *
1841insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1842{ 1609{
1843 object * 1610 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1611
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1613 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1614
1867 if (op->more) 1615 if (op->more)
1868 { 1616 {
1869 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);
1870 return op; 1618 return op;
1872 1620
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1623 if (op->nrof)
1876 { 1624 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1879 { 1627 {
1880 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1629 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1885 */ 1633 */
1886 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1889 op = tmp; 1637 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1640 break;
1893 } 1641 }
1894 1642
1895 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1898 * 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
1899 * the linking below 1647 * the linking below
1900 */ 1648 */
1901 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1902 } 1650 }
1903 else 1651 else
1904 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1905 1653
1906 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1657 otmp->update_stats ();
1911 }
1912 1658
1913 op->map = NULL; 1659 op->map = 0;
1914 op->env = where; 1660 op->env = this;
1915 op->above = NULL; 1661 op->above = 0;
1916 op->below = NULL; 1662 op->below = 0;
1917 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1918 1664
1919 /* 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 */
1920 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1921 { 1667 {
1922#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1923 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);
1924#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1927 } 1673 }
1928 1674
1929 /* 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.
1930 * It sure simplifies this function... 1676 * It sure simplifies this function...
1931 */ 1677 */
1932 if (where->inv == NULL) 1678 if (!inv)
1933 where->inv = op; 1679 inv = op;
1934 else 1680 else
1935 { 1681 {
1936 op->below = where->inv; 1682 op->below = inv;
1937 op->below->above = op; 1683 op->below->above = op;
1938 where->inv = op; 1684 inv = op;
1939 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1940 return op; 1689 return op;
1941} 1690}
1942 1691
1943/* 1692/*
1944 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1958 * 1707 *
1959 * 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
1960 * 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
1961 * on top. 1710 * on top.
1962 */ 1711 */
1963
1964int 1712int
1965check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1966{ 1714{
1967 object * 1715 object *tmp;
1968 tmp; 1716 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1975 1718
1976 MoveType 1719 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1720
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1722 return 0;
1983
1984 tag = op->count;
1985 1723
1986 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);
1987 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);
1988 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);
1989 1727
2005 1743
2006 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
2008 */ 1746 */
2009 1747
2010 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)
2011 { 1749 {
2012 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
2013 * 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,
2014 * we don't need to check all of them. 1752 * we don't need to check all of them.
2015 */ 1753 */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((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))
2052 { 1790 {
2053 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2054 1792
2055 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2056 return 1; 1794 return 1;
2057 1795
2058 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2070/* 1808/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2074 */ 1812 */
2075
2076object * 1813object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1815{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2083 { 1817 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1819 return NULL;
2086 } 1820 }
2087 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)
2088 if (tmp->arch == at) 1823 if (tmp->arch == at)
2089 return tmp; 1824 return tmp;
1825
2090 return NULL; 1826 return NULL;
2091} 1827}
2092 1828
2093/* 1829/*
2094 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2097 */ 1833 */
2098
2099object * 1834object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2101{ 1836{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2106 { 1838 {
2107 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1840 return NULL;
2109 } 1841 }
2110 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)
2111 if (tmp->type == type) 1844 if (tmp->type == type)
2112 return tmp; 1845 return tmp;
1846
2113 return NULL; 1847 return NULL;
2114} 1848}
2115 1849
2116/* 1850/*
2117 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2120 */ 1854 */
2121
2122object * 1855object *
2123present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2124{ 1857{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1859 if (tmp->type == type)
2130 return tmp; 1860 return tmp;
1861
2131 return NULL; 1862 return NULL;
2132} 1863}
2133 1864
2134/* 1865/*
2135 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2143 * 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
2144 * 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
2145 * 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
2146 * to be unique. 1877 * to be unique.
2147 */ 1878 */
2148
2149object * 1879object *
2150present_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)
2151{ 1881{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1884 return tmp;
2159 } 1885
2160 return NULL; 1886 return 0;
2161} 1887}
2162 1888
2163/* 1889/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2167 */ 1893 */
2168
2169object * 1894object *
2170present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2171{ 1896{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1898 if (tmp->arch == at)
2177 return tmp; 1899 return tmp;
1900
2178 return NULL; 1901 return NULL;
2179} 1902}
2180 1903
2181/* 1904/*
2182 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2183 */ 1906 */
2184void 1907void
2185flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2186{ 1909{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1910 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1912 {
2193 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2195 } 1915 }
2196} /* 1916}
1917
1918/*
2197 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2198 */ 1920 */
2199void 1921void
2200unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2201{ 1923{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1924 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1926 {
2208 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2210 } 1929 }
2211} 1930}
2214 * 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
2215 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2216 * 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
2217 * 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.
2218 */ 1937 */
2219
2220void 1938void
2221set_cheat (object *op) 1939set_cheat (object *op)
2222{ 1940{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2243 * 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
2244 * 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
2245 * 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
2246 * customized, changed states, etc. 1964 * customized, changed states, etc.
2247 */ 1965 */
2248
2249int 1966int
2250find_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)
2251{ 1968{
2252 int
2253 i,
2254 index = 0, flag; 1969 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2257 1971
2258 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2259 { 1973 {
2260 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]);
2261 if (!flag) 1975 if (!flag)
2262 altern[index++] = i; 1976 altern [index++] = i;
2263 1977
2264 /* 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.
2265 * 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.
2266 * 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 -
2267 * 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
2268 * 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
2269 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2271 */ 1985 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 1987 stop = maxfree[i];
2274 } 1988 }
1989
2275 if (!index) 1990 if (!index)
2276 return -1; 1991 return -1;
1992
2277 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2278} 1994}
2279 1995
2280/* 1996/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2283 * 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.
2284 * 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.
2285 */ 2001 */
2286
2287int 2002int
2288find_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)
2289{ 2004{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 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]))
2296 return i; 2007 return i;
2297 } 2008
2298 return -1; 2009 return -1;
2299} 2010}
2300 2011
2301/* 2012/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2016 */
2305static void 2017static void
2306permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2307{ 2019{
2308 int 2020 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2021 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2022
2319 tmp = arr[i]; 2023 while (--end)
2320 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2025}
2324 2026
2325/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2327 * 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
2330 * 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.
2331 */ 2033 */
2332void 2034void
2333get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2334{ 2036{
2335 int 2037 int i;
2336 i;
2337 2038
2338 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2040 search_arr[i] = i;
2341 }
2342 2041
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2045}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * 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
2357 * 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
2358 * there is capable of. 2057 * there is capable of.
2359 */ 2058 */
2360
2361int 2059int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2061{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2367 2063
2368 sint16 nx, ny; 2064 sint16 nx, ny;
2369 object * 2065 object *tmp;
2370 tmp; 2066 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2067
2374 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2375 2069
2376 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2377 { 2071 {
2389 mp = m; 2083 mp = m;
2390 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2392 2086
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2394 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2090 max = maxfree[i];
2397 }
2398 else 2091 else
2399 { 2092 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2401 2096
2402 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2098 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2407 { 2100 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2104 break;
2413 } 2105
2414 }
2415 if (tmp) 2106 if (tmp)
2416 {
2417 return freedir[i]; 2107 return freedir[i];
2418 }
2419 } 2108 }
2420 } 2109 }
2421 } 2110 }
2111
2422 return 0; 2112 return 0;
2423} 2113}
2424 2114
2425/* 2115/*
2426 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2117 * distance between the two given objects.
2428 */ 2118 */
2429
2430int 2119int
2431distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2432{ 2121{
2433 int
2434 i;
2435
2436 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);
2437 return i;
2438} 2123}
2439 2124
2440/* 2125/*
2441 * 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
2442 * 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
2443 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2444 */ 2129 */
2445
2446int 2130int
2447find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2448{ 2132{
2449 int 2133 int q;
2450 q;
2451 2134
2452 if (y) 2135 if (y)
2453 q = x * 100 / y; 2136 q = x * 100 / y;
2454 else if (x) 2137 else if (x)
2455 q = -300 * x; 2138 q = -300 * x;
2490int 2173int
2491absdir (int d) 2174absdir (int d)
2492{ 2175{
2493 while (d < 1) 2176 while (d < 1)
2494 d += 8; 2177 d += 8;
2178
2495 while (d > 8) 2179 while (d > 8)
2496 d -= 8; 2180 d -= 8;
2181
2497 return d; 2182 return d;
2498} 2183}
2499 2184
2500/* 2185/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2503 */ 2188 */
2504 2189
2505int 2190int
2506dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2507{ 2192{
2508 int 2193 int d;
2509 d;
2510 2194
2511 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2512 if (d > 4) 2196 if (d > 4)
2513 d = 8 - d; 2197 d = 8 - d;
2198
2514 return d; 2199 return d;
2515} 2200}
2516 2201
2517/* peterm: 2202/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2209 * functions.
2525 */ 2210 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2266 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2585 */ 2268 */
2586
2587
2588int 2269int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2271{
2591 sint16 dx, dy; 2272 sint16 dx, dy;
2592 int
2593 mflags; 2273 int mflags;
2594 2274
2595 if (dir < 0) 2275 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2597 2277
2598 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2611 return 0; 2291 return 0;
2612 2292
2613 /* yes, can see. */ 2293 /* yes, can see. */
2614 if (dir < 9) 2294 if (dir < 9)
2615 return 1; 2295 return 1;
2296
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2300}
2619
2620
2621 2301
2622/* 2302/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2319}
2640 2320
2641
2642/* 2321/*
2643 * create clone from object to another 2322 * create clone from object to another
2644 */ 2323 */
2645object * 2324object *
2646object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2647{ 2326{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2328
2651 if (!asrc) 2329 if (!asrc)
2652 return NULL; 2330 return 0;
2331
2653 src = asrc; 2332 src = asrc;
2654 if (src->head) 2333 if (src->head)
2655 src = src->head; 2334 src = src->head;
2656 2335
2657 prev = NULL; 2336 prev = 0;
2658 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2659 { 2338 {
2660 tmp = get_object (); 2339 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2340 tmp->x -= src->x;
2663 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2664 if (!part->head) 2343 if (!part->head)
2665 { 2344 {
2666 dst = tmp; 2345 dst = tmp;
2667 tmp->head = NULL; 2346 tmp->head = 0;
2668 } 2347 }
2669 else 2348 else
2670 {
2671 tmp->head = dst; 2349 tmp->head = dst;
2672 } 2350
2673 tmp->more = NULL; 2351 tmp->more = 0;
2352
2674 if (prev) 2353 if (prev)
2675 prev->more = tmp; 2354 prev->more = tmp;
2355
2676 prev = tmp; 2356 prev = tmp;
2677 } 2357 }
2678 2358
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2361
2685 return dst; 2362 return dst;
2686} 2363}
2687 2364
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */ 2365/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */ 2366/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */ 2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */ 2368/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2708
2709object * 2371object *
2710load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2711{ 2373{
2712 object * 2374 object *op;
2713 op;
2714 char
2715 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2716 2376
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718 2378
2719 FILE *
2720 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2721 2380
2722 if (tempfile == NULL) 2381 if (tempfile == NULL)
2723 { 2382 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL; 2384 return NULL;
2726 } 2385 }
2727 2386
2728 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2729 fclose (tempfile); 2388 fclose (tempfile);
2730 2389
2731 op = get_object (); 2390 op = object::create ();
2732 2391
2733 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2734 2393
2735 if (thawer) 2394 if (thawer)
2736 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2746 * returns NULL if no match. 2405 * returns NULL if no match.
2747 */ 2406 */
2748object * 2407object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2409{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2412 return tmp;
2757 2413
2758 return NULL; 2414 return 0;
2759} 2415}
2760 2416
2761/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2418 * otherwise return NULL.
2763 * 2419 *
2765 * do the desired thing. 2421 * do the desired thing.
2766 */ 2422 */
2767key_value * 2423key_value *
2768get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2769{ 2425{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2427 if (link->key == key)
2776 {
2777 return link; 2428 return link;
2778 }
2779 }
2780 2429
2781 return NULL; 2430 return 0;
2782} 2431}
2783 2432
2784/* 2433/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2435 *
2826 * Returns TRUE on success. 2475 * Returns TRUE on success.
2827 */ 2476 */
2828int 2477int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2479{
2831 key_value *
2832 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2833 2481
2834 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2483 {
2836 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2837 { 2485 {
2865 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2866 2514
2867 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2868 2516
2869 if (!add_key) 2517 if (!add_key)
2870 {
2871 return FALSE; 2518 return FALSE;
2872 } 2519
2873 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2877 * should pass in "" 2524 * should pass in ""
2926 } 2573 }
2927 else 2574 else
2928 item = item->env; 2575 item = item->env;
2929} 2576}
2930 2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2931// return a suitable string describing an objetc in enough detail to find it 2607// return a suitable string describing an object in enough detail to find it
2932const char * 2608const char *
2933object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2934{ 2610{
2611 char flagdesc[512];
2935 char info2[256 * 3]; 2612 char info2[256 * 4];
2936 char *p = info; 2613 char *p = info;
2937 2614
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2939 count, 2616 count, uuid.seq,
2940 &name, 2617 &name,
2941 title ? " " : "", 2618 title ? "\",title:" : "",
2942 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2943 2621
2944 if (env) 2622 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2624
2947 if (map) 2625 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2627
2950 return info; 2628 return info;
2951} 2629}
2952 2630
2953const char * 2631const char *
2954object::debug_desc () const 2632object::debug_desc () const
2955{ 2633{
2956 static char info[256 * 3]; 2634 static char info[256 * 4];
2957 return debug_desc (info); 2635 return debug_desc (info);
2958} 2636}
2959 2637

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