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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
141 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
143 */ 144 */
144 145
145 /* For each field in wants, */ 146 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 148 {
148 key_value *has_field; 149 key_value *has_field;
149 150
150 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
277 277
278 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
280 * check? 280 * check?
281 */ 281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 283 return 0;
284 284
285 switch (ob1->type) 285 switch (ob1->type)
286 { 286 {
287 case SCROLL: 287 case SCROLL:
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
467 } 467 }
468 468
469 op->key_values = 0; 469 op->key_values = 0;
470} 470}
471 471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 472/*
515 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 482{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 485
528 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 487
534 if (is_freed) 488 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
536 490
537 if (is_removed) 491 if (is_removed)
568 tail = new_link; 522 tail = new_link;
569 } 523 }
570 } 524 }
571 } 525 }
572 526
573 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
574} 528}
575 529
576object * 530object *
577object::clone () 531object::clone ()
578{ 532{
584/* 538/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
588 */ 542 */
589
590void 543void
591update_turn_face (object *op) 544update_turn_face (object *op)
592{ 545{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 547 return;
548
595 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
597} 551}
598 552
599/* 553/*
600 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
603 */ 557 */
604void 558void
605update_ob_speed (object *op) 559object::set_speed (float speed)
606{ 560{
607 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 562 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 564 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 565 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 566
632 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 568
636 if (op->active_next != NULL) 569 if (has_active_speed ())
637 op->active_next->active_prev = op; 570 activate ();
638
639 active_objects = op;
640 }
641 else 571 else
642 { 572 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 573}
697 574
698/* 575/*
699 * update_object() updates the the map. 576 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
737 */ 614 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 616 return;
740 617
741 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 620 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 622#ifdef MANY_CORES
746 abort (); 623 abort ();
747#endif 624#endif
748 return; 625 return;
749 } 626 }
750 627
751 mapspace &m = op->ms (); 628 mapspace &m = op->ms ();
752 629
753 if (m.flags_ & P_NEED_UPDATE) 630 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 631 /* nop */;
755 else if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
756 { 633 {
757 // this is likely overkill, TODO: revisit (schmorp) 634 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 645 * to have move_allow right now.
769 */ 646 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 649 m.flags_ = 0;
773 } 650 }
774 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 653 * that is being removed.
777 */ 654 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 656 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
782 else 659 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 661
785 if (op->more) 662 if (op->more)
786 update_object (op->more, action); 663 update_object (op->more, action);
787} 664}
788 665
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first; 666object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804 667
805object::object () 668object::object ()
806{ 669{
807 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
808 671
840 703
841 prev = 0; 704 prev = 0;
842 next = 0; 705 next = 0;
843} 706}
844 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
845object *object::create () 842object *object::create ()
846{ 843{
847 object *op = new object; 844 object *op = new object;
848 op->link (); 845 op->link ();
849 return op; 846 return op;
850} 847}
851 848
852/* 849void
853 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 851{
864 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
865 return; 862 return;
866 863
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
868 remove_friendly_object (this);
869 865
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
871 remove ();
872 867
873 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
874 869
875 if (more) 870 destroy_inv (true);
876 { 871 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 872
923 // hack to ensure that freed objects still have a valid map 873 // hack to ensure that freed objects still have a valid map
924 { 874 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 875 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 876
930 880
931 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 882 freed_map->width = 3;
933 freed_map->height = 3; 883 freed_map->height = 3;
934 884
935 freed_map->allocate (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
936 } 887 }
937 888
938 map = freed_map; 889 map = freed_map;
939 x = 1; 890 x = 1;
940 y = 1; 891 y = 1;
941 } 892 }
942 893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
943 // clear those pointers that likely might have circular references to us 902 // clear those pointers that likely might have circular references to us
944 owner = 0; 903 owner = 0;
945 enemy = 0; 904 enemy = 0;
946 attacked_by = 0; 905 attacked_by = 0;
947 906
948 // only relevant for players(?), but make sure of it anyways 907 // only relevant for players(?), but make sure of it anyways
949 contr = 0; 908 contr = 0;
909}
950 910
951 /* Remove object from the active list */ 911void
952 speed = 0; 912object::destroy (bool destroy_inventory)
953 update_ob_speed (this); 913{
914 if (destroyed ())
915 return;
954 916
955 unlink (); 917 if (destroy_inventory)
918 destroy_inv (false);
956 919
957 mortals.push_back (this); 920 attachable::destroy ();
958} 921}
959 922
960/* 923/*
961 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
986object::remove () 949object::remove ()
987{ 950{
988 object *tmp, *last = 0; 951 object *tmp, *last = 0;
989 object *otmp; 952 object *otmp;
990 953
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 955 return;
995 956
996 SET_FLAG (this, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
997 959
998 if (more) 960 if (more)
999 more->remove (); 961 more->remove ();
1000 962
1001 /* 963 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 976 * to save cpu time.
1015 */ 977 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 979 otmp->update_stats ();
1018 980
1019 if (above != NULL) 981 if (above)
1020 above->below = below; 982 above->below = below;
1021 else 983 else
1022 env->inv = below; 984 env->inv = below;
1023 985
1024 if (below != NULL) 986 if (below)
1025 below->above = above; 987 below->above = above;
1026 988
1027 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 995 above = 0, below = 0;
1034 env = 0; 996 env = 0;
1035 } 997 }
1036 else if (map) 998 else if (map)
1037 { 999 {
1038 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1041 1007
1042 /* link the object above us */ 1008 /* link the object above us */
1043 if (above) 1009 if (above)
1044 above->below = below; 1010 above->below = below;
1045 else 1011 else
1063 dump = dump_object (GET_MAP_OB (map, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump); 1030 LOG (llevError, "%s\n", dump);
1065 free (dump); 1031 free (dump);
1066 } 1032 }
1067 1033
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1069 } 1035 }
1070 1036
1071 above = 0; 1037 above = 0;
1072 below = 0; 1038 below = 0;
1073 1039
1074 if (map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1075 return; 1041 return;
1076 1042
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1044
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1080 { 1046 {
1081 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1082 * being removed. 1048 * being removed.
1083 */ 1049 */
1084 1050
1088 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1089 * appropriately. 1055 * appropriately.
1090 */ 1056 */
1091 if (tmp->container == this) 1057 if (tmp->container == this)
1092 { 1058 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1060 tmp->container = 0;
1095 } 1061 }
1096 1062
1063 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1064 tmp->contr->ns->floorbox_update ();
1098 } 1065 }
1099 1066
1100 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1101 if (check_walk_off 1068 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1071 {
1105 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1074 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1076 }
1110 1077
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1114 tmp->above = 0; 1081 tmp->above = 0;
1115 1082
1116 last = tmp; 1083 last = tmp;
1117 } 1084 }
1118 1085
1119 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1088 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1089 map->at (x, y).flags_ = 0;
1122 else 1090 else
1123 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1124 1092
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1127 } 1095 }
1128} 1096}
1129 1097
1130/* 1098/*
1139merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1140{ 1108{
1141 if (!op->nrof) 1109 if (!op->nrof)
1142 return 0; 1110 return 0;
1143 1111
1144 if (top == NULL) 1112 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1146 1115
1147 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1148 { 1117 {
1149 if (top == op) 1118 if (top == op)
1150 continue; 1119 continue;
1151 1120
1152 if (object::can_merge (op, top)) 1121 if (object::can_merge (op, top))
1168 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1169 */ 1138 */
1170object * 1139object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1141{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1143 {
1180 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1182 } 1146 }
1183 1147
1202 * Return value: 1166 * Return value:
1203 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1169 * just 'op' otherwise
1206 */ 1170 */
1207
1208object * 1171object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1173{
1211 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1175 sint16 x, y;
1215 { 1178 {
1216 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL; 1180 return NULL;
1218 } 1181 }
1219 1182
1220 if (m == NULL) 1183 if (!m)
1221 { 1184 {
1222 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump); 1187 free (dump);
1225 return op; 1188 return op;
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump); 1210 free (dump);
1248 return op; 1211 return op;
1249 } 1212 }
1250 1213
1251 if (op->more != NULL) 1214 if (op->more)
1252 { 1215 {
1253 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1254 1217
1255 object *more = op->more; 1218 object *more = op->more;
1256 1219
1257 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1258 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1261 */ 1224 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map) 1227 else if (!more->map)
1265 { 1228 {
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1236 {
1274 if (!op->head) 1237 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1239
1277 return NULL; 1240 return 0;
1278 } 1241 }
1279 } 1242 }
1280 1243
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1245
1289 y = op->y; 1252 y = op->y;
1290 1253
1291 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1292 */ 1255 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1258 if (object::can_merge (op, tmp))
1296 { 1259 {
1297 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1261 tmp->destroy ();
1299 } 1262 }
1316 op->below = originator->below; 1279 op->below = originator->below;
1317 1280
1318 if (op->below) 1281 if (op->below)
1319 op->below->above = op; 1282 op->below->above = op;
1320 else 1283 else
1321 op->ms ().bottom = op; 1284 op->ms ().bot = op;
1322 1285
1323 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1324 originator->below = op; 1287 originator->below = op;
1325 } 1288 }
1326 else 1289 else
1327 { 1290 {
1328 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 { 1293 {
1331 object *last = NULL; 1294 object *last = 0;
1332 1295
1333 /* 1296 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1344 */ 1307 */
1345
1346 while (top != NULL) 1308 while (top)
1347 { 1309 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1311 floor = top;
1350 1312
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405 1367
1406 if (op->above) 1368 if (op->above)
1407 op->above->below = op; 1369 op->above->below = op;
1408 1370
1409 op->below = NULL; 1371 op->below = 0;
1410 op->ms ().bottom = op; 1372 op->ms ().bot = op;
1411 } 1373 }
1412 else 1374 else
1413 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1414 op->above = top->above; 1376 op->above = top->above;
1415 1377
1418 1380
1419 op->below = top; 1381 op->below = top;
1420 top->above = op; 1382 top->above = op;
1421 } 1383 }
1422 1384
1423 if (op->above == NULL) 1385 if (!op->above)
1424 op->ms ().top = op; 1386 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1426 1388
1427 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1428 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1429 1397
1430 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1432 */ 1400 */
1433 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1402 if (object *pl = op->ms ().player ())
1403 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1404 pl->contr->ns->floorbox_update ();
1436 1405
1437 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1413 * of effect may be sufficient.
1445 */ 1414 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1448 1417
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1420
1421 INVOKE_OBJECT (INSERT, op);
1451 1422
1452 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1424 * we want to have floorbox_update called before calling this.
1454 * 1425 *
1455 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1460 1431
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1434 {
1464 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1465 return NULL; 1436 return 0;
1466 1437
1467 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1439 * walk on's.
1469 */ 1440 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1472 return NULL; 1443 return 0;
1473 } 1444 }
1474 1445
1475 return op; 1446 return op;
1476} 1447}
1477 1448
1484{ 1455{
1485 object *tmp, *tmp1; 1456 object *tmp, *tmp1;
1486 1457
1487 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1488 1459
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 tmp->destroy (); 1462 tmp->destroy ();
1492 1463
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1465
1495 tmp1->x = op->x; 1466 tmp1->x = op->x;
1496 tmp1->y = op->y; 1467 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1498} 1475}
1499 1476
1500/* 1477/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1482 * global static errmsg array.
1506 */ 1483 */
1507
1508object * 1484object *
1509get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1510{ 1486{
1511 object *newob; 1487 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1548 1524
1549object * 1525object *
1550decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1551{ 1527{
1552 object *tmp; 1528 object *tmp;
1553 player *pl;
1554 1529
1555 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1531 return op;
1557 1532
1558 if (i > op->nrof) 1533 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1548 * and then searching the map for a player.
1574 */ 1549 */
1575 if (!tmp) 1550 if (!tmp)
1576 { 1551 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1579 { 1553 {
1580 tmp = pl->ob; 1554 tmp = pl->ob;
1581 break; 1555 break;
1582 } 1556 }
1583 }
1584 1557
1585 if (i < op->nrof) 1558 if (i < op->nrof)
1586 { 1559 {
1587 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1561 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1725 1698
1726 otmp = this->in_player (); 1699 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1700 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1702 otmp->update_stats ();
1730 1703
1731 op->map = 0; 1704 op->map = 0;
1732 op->env = this; 1705 op->env = this;
1733 op->above = 0; 1706 op->above = 0;
1734 op->below = 0; 1707 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1711 if ((op->glow_radius != 0) && map)
1739 { 1712 {
1740#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1716 if (map->darkness)
1744 update_all_los (map, x, y); 1717 update_all_los (map, x, y);
1745 } 1718 }
1746 1719
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1721 * It sure simplifies this function...
1753 { 1726 {
1754 op->below = inv; 1727 op->below = inv;
1755 op->below->above = op; 1728 op->below->above = op;
1756 inv = op; 1729 inv = op;
1757 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1758 1733
1759 return op; 1734 return op;
1760} 1735}
1761 1736
1762/* 1737/*
1777 * 1752 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1755 * on top.
1781 */ 1756 */
1782
1783int 1757int
1784check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1785{ 1759{
1786 object *tmp; 1760 object *tmp;
1787 maptile *m = op->map; 1761 maptile *m = op->map;
1814 1788
1815 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1817 */ 1791 */
1818 1792
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1794 {
1821 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1797 * we don't need to check all of them.
1824 */ 1798 */
1879/* 1853/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1883 */ 1857 */
1884
1885object * 1858object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1860{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1892 { 1862 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1864 return NULL;
1895 } 1865 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1868 if (tmp->arch == at)
1898 return tmp; 1869 return tmp;
1870
1899 return NULL; 1871 return NULL;
1900} 1872}
1901 1873
1902/* 1874/*
1903 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1906 */ 1878 */
1907
1908object * 1879object *
1909present (unsigned char type, maptile *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
1910{ 1881{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
1915 { 1883 {
1916 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1885 return NULL;
1918 } 1886 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1889 if (tmp->type == type)
1921 return tmp; 1890 return tmp;
1891
1922 return NULL; 1892 return NULL;
1923} 1893}
1924 1894
1925/* 1895/*
1926 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1929 */ 1899 */
1930
1931object * 1900object *
1932present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
1933{ 1902{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1904 if (tmp->type == type)
1939 return tmp; 1905 return tmp;
1906
1940 return NULL; 1907 return NULL;
1941} 1908}
1942 1909
1943/* 1910/*
1944 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1922 * to be unique.
1956 */ 1923 */
1957
1958object * 1924object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1926{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1929 return tmp;
1968 } 1930
1969 return NULL; 1931 return 0;
1970} 1932}
1971 1933
1972/* 1934/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1976 */ 1938 */
1977
1978object * 1939object *
1979present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
1980{ 1941{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1943 if (tmp->arch == at)
1986 return tmp; 1944 return tmp;
1945
1987 return NULL; 1946 return NULL;
1988} 1947}
1989 1948
1990/* 1949/*
1991 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
1992 */ 1951 */
1993void 1952void
1994flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
1995{ 1954{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1955 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1957 {
2002 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2004 } 1960 }
2005} /* 1961}
1962
1963/*
2006 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2007 */ 1965 */
2008void 1966void
2009unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2010{ 1968{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1969 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1971 {
2017 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2019 } 1974 }
2020} 1975}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2027 */ 1982 */
2028
2029void 1983void
2030set_cheat (object *op) 1984set_cheat (object *op)
2031{ 1985{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 2009 * customized, changed states, etc.
2056 */ 2010 */
2057
2058int 2011int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2013{
2061 int
2062 i,
2063 index = 0, flag; 2014 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2066 2016
2067 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2068 { 2018 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 2020 if (!flag)
2071 altern[index++] = i; 2021 altern [index++] = i;
2072 2022
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2046 */
2097
2098int 2047int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2049{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2052 return i;
2108 } 2053
2109 return -1; 2054 return -1;
2110} 2055}
2111 2056
2112/* 2057/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2061 */
2116static void 2062static void
2117permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2118{ 2064{
2119 int 2065 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2066 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2067
2130 tmp = arr[i]; 2068 while (--end)
2131 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2070}
2135 2071
2136/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2078 */
2143void 2079void
2144get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2145{ 2081{
2146 int 2082 int i;
2147 i;
2148 2083
2149 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2085 search_arr[i] = i;
2152 }
2153 2086
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2090}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2102 * there is capable of.
2170 */ 2103 */
2171
2172int 2104int
2173find_dir (maptile *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2106{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2178 2108
2179 sint16 nx, ny; 2109 sint16 nx, ny;
2180 object * 2110 object *tmp;
2181 tmp;
2182 maptile * 2111 maptile *mp;
2183 mp;
2184 2112
2185 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2186 2114
2187 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2188 { 2116 {
2205 2133
2206 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2135 max = maxfree[i];
2208 else 2136 else
2209 { 2137 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2211 2141
2212 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2143 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2215 { 2145 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2149 break;
2219 2150
2220 if (tmp) 2151 if (tmp)
2221 return freedir[i]; 2152 return freedir[i];
2222 } 2153 }
2228 2159
2229/* 2160/*
2230 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2162 * distance between the two given objects.
2232 */ 2163 */
2233
2234int 2164int
2235distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2236{ 2166{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2168}
2242 2169
2243/* 2170/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2247 */ 2174 */
2248
2249int 2175int
2250find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2251{ 2177{
2252 int q; 2178 int q;
2253 2179
2292int 2218int
2293absdir (int d) 2219absdir (int d)
2294{ 2220{
2295 while (d < 1) 2221 while (d < 1)
2296 d += 8; 2222 d += 8;
2223
2297 while (d > 8) 2224 while (d > 8)
2298 d -= 8; 2225 d -= 8;
2226
2299 return d; 2227 return d;
2300} 2228}
2301 2229
2302/* 2230/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2233 */
2306 2234
2307int 2235int
2308dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2309{ 2237{
2310 int 2238 int d;
2311 d;
2312 2239
2313 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2314 if (d > 4) 2241 if (d > 4)
2315 d = 8 - d; 2242 d = 8 - d;
2243
2316 return d; 2244 return d;
2317} 2245}
2318 2246
2319/* peterm: 2247/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2254 * functions.
2327 */ 2255 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2416object *
2492load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2493{ 2418{
2494 object *op; 2419 object *op;
2495 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2525 * returns NULL if no match. 2450 * returns NULL if no match.
2526 */ 2451 */
2527object * 2452object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2454{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2457 return tmp;
2535 2458
2536 return NULL; 2459 return 0;
2537} 2460}
2538 2461
2539/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2463 * otherwise return NULL.
2541 * 2464 *
2543 * do the desired thing. 2466 * do the desired thing.
2544 */ 2467 */
2545key_value * 2468key_value *
2546get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2547{ 2470{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2472 if (link->key == key)
2552 return link; 2473 return link;
2553 2474
2554 return NULL; 2475 return 0;
2555} 2476}
2556 2477
2557/* 2478/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2480 *
2599 * Returns TRUE on success. 2520 * Returns TRUE on success.
2600 */ 2521 */
2601int 2522int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2524{
2604 key_value *
2605 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2606 2526
2607 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2528 {
2609 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2610 { 2530 {
2638 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2639 2559
2640 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2641 2561
2642 if (!add_key) 2562 if (!add_key)
2643 {
2644 return FALSE; 2563 return FALSE;
2645 } 2564
2646 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2650 * should pass in "" 2569 * should pass in ""
2699 } 2618 }
2700 else 2619 else
2701 item = item->env; 2620 item = item->env;
2702} 2621}
2703 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2704// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2705const char * 2653const char *
2706object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2707{ 2655{
2656 char flagdesc[512];
2708 char info2[256 * 3]; 2657 char info2[256 * 4];
2709 char *p = info; 2658 char *p = info;
2710 2659
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2712 count, 2661 count, uuid.seq,
2713 &name, 2662 &name,
2714 title ? " " : "", 2663 title ? "\",title:" : "",
2715 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2716 2666
2717 if (env) 2667 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2669
2720 if (map) 2670 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2672
2723 return info; 2673 return info;
2724} 2674}
2725 2675
2726const char * 2676const char *
2727object::debug_desc () const 2677object::debug_desc () const
2728{ 2678{
2729 static char info[256 * 3]; 2679 static char info[256 * 4];
2730 return debug_desc (info); 2680 return debug_desc (info);
2731} 2681}
2732 2682

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