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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.114 by root, Sun Jan 14 22:06:05 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
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,
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);
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_slow (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 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* 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
279 * 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
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * 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
391} 392}
392 393
393/* 394/*
394 * 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.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
482{ 481{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 484
486 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 486
492 if (is_freed) 487 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
494 489
495 if (is_removed) 490 if (is_removed)
526 tail = new_link; 521 tail = new_link;
527 } 522 }
528 } 523 }
529 } 524 }
530 525
531 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
532} 527}
533 528
534object * 529object *
535object::clone () 530object::clone ()
536{ 531{
542/* 537/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
546 */ 541 */
547
548void 542void
549update_turn_face (object *op) 543update_turn_face (object *op)
550{ 544{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 546 return;
547
553 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
555} 550}
556 551
557/* 552/*
558 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
561 */ 556 */
562void 557void
563update_ob_speed (object *op) 558object::set_speed (float speed)
564{ 559{
565 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 561 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 563 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 564 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 565
590 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 567
594 if (op->active_next != NULL) 568 if (has_active_speed ())
595 op->active_next->active_prev = op; 569 activate ();
596
597 active_objects = op;
598 }
599 else 570 else
600 { 571 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 572}
655 573
656/* 574/*
657 * update_object() updates the the map. 575 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
695 */ 613 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 615 return;
698 616
699 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 619 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 621#ifdef MANY_CORES
704 abort (); 622 abort ();
705#endif 623#endif
706 return; 624 return;
707 } 625 }
708 626
709 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
710 628
711 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 630 /* nop */;
713 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
714 { 632 {
715 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 644 * to have move_allow right now.
727 */ 645 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
731 } 649 }
732 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 652 * that is being removed.
735 */ 653 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
740 else 658 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 660
743 if (op->more) 661 if (op->more)
744 update_object (op->more, action); 662 update_object (op->more, action);
745} 663}
746 664
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 665object::object ()
764{ 666{
765 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
766 668
767 expmul = 1.0; 669 expmul = 1.0;
771object::~object () 673object::~object ()
772{ 674{
773 free_key_values (this); 675 free_key_values (this);
774} 676}
775 677
678static int object_count;
679
776void object::link () 680void object::link ()
777{ 681{
778 count = ++ob_count; 682 assert (!index);//D
779 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
780 685
781 prev = 0; 686 refcnt_inc ();
782 next = object::first; 687 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 688}
789 689
790void object::unlink () 690void object::unlink ()
791{ 691{
792 if (this == object::first) 692 assert (index);//D
793 object::first = next; 693 objects.erase (this);
694 refcnt_dec ();
695}
794 696
795 /* Remove this object from the list of used objects */ 697void
796 if (prev) prev->next = next; 698object::activate ()
797 if (next) next->prev = prev; 699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
798 703
799 prev = 0; 704 if (has_active_speed ())
800 next = 0; 705 actives.insert (this);
706}
707
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
801} 801}
802 802
803object *object::create () 803object *object::create ()
804{ 804{
805 object *op = new object; 805 object *op = new object;
806 op->link (); 806 op->link ();
807 return op; 807 return op;
808} 808}
809 809
810/* 810void
811 * free_object() frees everything allocated by an object, removes 811object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 812{
822 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
823 return;
824 814
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 819 remove_friendly_object (this);
827 820
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
829 remove (); 822 remove ();
830 823
831 SET_FLAG (this, FLAG_FREED); 824 destroy_inv (true);
832 825
833 if (more) 826 deactivate ();
834 { 827 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 828
839 if (inv) 829 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 830
881 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
882 { 832 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 833 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 834
888 838
889 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 840 freed_map->width = 3;
891 freed_map->height = 3; 841 freed_map->height = 3;
892 842
893 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
894 } 845 }
895 846
896 map = freed_map; 847 map = freed_map;
897 x = 1; 848 x = 1;
898 y = 1; 849 y = 1;
899 } 850 }
900 851
852 head = 0;
853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
859
901 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
902 owner = 0; 861 owner = 0;
903 enemy = 0; 862 enemy = 0;
904 attacked_by = 0; 863 attacked_by = 0;
864}
905 865
906 // only relevant for players(?), but make sure of it anyways 866void
907 contr = 0; 867object::destroy (bool destroy_inventory)
868{
869 if (destroyed ())
870 return;
908 871
909 /* Remove object from the active list */ 872 if (destroy_inventory)
910 speed = 0; 873 destroy_inv (false);
911 update_ob_speed (this);
912 874
913 unlink (); 875 attachable::destroy ();
914
915 mortals.push_back (this);
916} 876}
917 877
918/* 878/*
919 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
920 * 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)).
944object::remove () 904object::remove ()
945{ 905{
946 object *tmp, *last = 0; 906 object *tmp, *last = 0;
947 object *otmp; 907 object *otmp;
948 908
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 910 return;
953 911
954 SET_FLAG (this, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
955 914
956 if (more) 915 if (more)
957 more->remove (); 916 more->remove ();
958 917
959 /* 918 /*
972 * to save cpu time. 931 * to save cpu time.
973 */ 932 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 934 otmp->update_stats ();
976 935
977 if (above != NULL) 936 if (above)
978 above->below = below; 937 above->below = below;
979 else 938 else
980 env->inv = below; 939 env->inv = below;
981 940
982 if (below != NULL) 941 if (below)
983 below->above = above; 942 below->above = above;
984 943
985 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
986 * 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
987 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
991 above = 0, below = 0; 950 above = 0, below = 0;
992 env = 0; 951 env = 0;
993 } 952 }
994 else if (map) 953 else if (map)
995 { 954 {
996 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
999 962
1000 /* link the object above us */ 963 /* link the object above us */
1001 if (above) 964 if (above)
1002 above->below = below; 965 above->below = below;
1003 else 966 else
1021 dump = dump_object (GET_MAP_OB (map, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump); 985 LOG (llevError, "%s\n", dump);
1023 free (dump); 986 free (dump);
1024 } 987 }
1025 988
1026 map->at (x, y).bottom = above; /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1027 } 990 }
1028 991
1029 above = 0; 992 above = 0;
1030 below = 0; 993 below = 0;
1031 994
1032 if (map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1033 return; 996 return;
1034 997
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 999
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1038 { 1001 {
1039 /* 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
1040 * being removed. 1003 * being removed.
1041 */ 1004 */
1042 1005
1046 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1047 * appropriately. 1010 * appropriately.
1048 */ 1011 */
1049 if (tmp->container == this) 1012 if (tmp->container == this)
1050 { 1013 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1015 tmp->container = 0;
1053 } 1016 }
1054 1017
1018 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1019 tmp->contr->ns->floorbox_update ();
1056 } 1020 }
1057 1021
1058 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1059 if (check_walk_off 1023 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1024 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1026 {
1063 move_apply (tmp, this, 0); 1027 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1029 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1031 }
1068 1032
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1072 tmp->above = 0; 1036 tmp->above = 0;
1073 1037
1074 last = tmp; 1038 last = tmp;
1075 } 1039 }
1076 1040
1077 /* 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?
1078 if (!last) 1043 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1044 map->at (x, y).flags_ = 0;
1080 else 1045 else
1081 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1082 1047
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1049 update_all_los (map, x, y);
1085 } 1050 }
1086} 1051}
1087 1052
1088/* 1053/*
1097merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1098{ 1063{
1099 if (!op->nrof) 1064 if (!op->nrof)
1100 return 0; 1065 return 0;
1101 1066
1102 if (top == NULL) 1067 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1104 1070
1105 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1106 { 1072 {
1107 if (top == op) 1073 if (top == op)
1108 continue; 1074 continue;
1109 1075
1110 if (object::can_merge (op, top)) 1076 if (object::can_merge (op, top))
1126 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1127 */ 1093 */
1128object * 1094object *
1129insert_ob_in_map_at (object *op, maptile *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)
1130{ 1096{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1098 {
1138 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1140 } 1101 }
1141 1102
1160 * Return value: 1121 * Return value:
1161 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1124 * just 'op' otherwise
1164 */ 1125 */
1165
1166object * 1126object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1128{
1169 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1170 sint16 x, y; 1130 sint16 x, y;
1173 { 1133 {
1174 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL; 1135 return NULL;
1176 } 1136 }
1177 1137
1178 if (m == NULL) 1138 if (!m)
1179 { 1139 {
1180 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump); 1142 free (dump);
1183 return op; 1143 return op;
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump); 1165 free (dump);
1206 return op; 1166 return op;
1207 } 1167 }
1208 1168
1209 if (op->more != NULL) 1169 if (op->more)
1210 { 1170 {
1211 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1212 1172
1213 object *more = op->more; 1173 object *more = op->more;
1214 1174
1215 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1216 * 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
1217 * 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
1218 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1219 */ 1179 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map) 1182 else if (!more->map)
1223 { 1183 {
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 { 1191 {
1232 if (!op->head) 1192 if (!op->head)
1233 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");
1234 1194
1235 return NULL; 1195 return 0;
1236 } 1196 }
1237 } 1197 }
1238 1198
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1200
1247 y = op->y; 1207 y = op->y;
1248 1208
1249 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1250 */ 1210 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1252 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)
1253 if (object::can_merge (op, tmp)) 1213 if (object::can_merge (op, tmp))
1254 { 1214 {
1255 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1216 tmp->destroy ();
1257 } 1217 }
1274 op->below = originator->below; 1234 op->below = originator->below;
1275 1235
1276 if (op->below) 1236 if (op->below)
1277 op->below->above = op; 1237 op->below->above = op;
1278 else 1238 else
1279 op->ms ().bottom = op; 1239 op->ms ().bot = op;
1280 1240
1281 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1282 originator->below = op; 1242 originator->below = op;
1283 } 1243 }
1284 else 1244 else
1285 { 1245 {
1286 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1287 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))
1288 { 1248 {
1289 object *last = NULL; 1249 object *last = 0;
1290 1250
1291 /* 1251 /*
1292 * 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.
1293 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1294 * 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
1298 * 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
1299 * 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
1300 * 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
1301 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1302 */ 1262 */
1303
1304 while (top != NULL) 1263 while (top)
1305 { 1264 {
1306 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))
1307 floor = top; 1266 floor = top;
1308 1267
1309 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))
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1363 1322
1364 if (op->above) 1323 if (op->above)
1365 op->above->below = op; 1324 op->above->below = op;
1366 1325
1367 op->below = NULL; 1326 op->below = 0;
1368 op->ms ().bottom = op; 1327 op->ms ().bot = op;
1369 } 1328 }
1370 else 1329 else
1371 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1372 op->above = top->above; 1331 op->above = top->above;
1373 1332
1376 1335
1377 op->below = top; 1336 op->below = top;
1378 top->above = op; 1337 top->above = op;
1379 } 1338 }
1380 1339
1381 if (op->above == NULL) 1340 if (!op->above)
1382 op->ms ().top = op; 1341 op->ms ().top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1384 1343
1385 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1386 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;
1387 1352
1388 /* 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
1389 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1390 */ 1355 */
1391 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1357 if (object *pl = op->ms ().player ())
1358 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1359 pl->contr->ns->floorbox_update ();
1394 1360
1395 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1396 * 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
1397 * 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
1398 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1399 * 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 -
1400 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1368 * of effect may be sufficient.
1403 */ 1369 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1406 1372
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1375
1376 INVOKE_OBJECT (INSERT, op);
1409 1377
1410 /* 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,
1411 * we want to have floorbox_update called before calling this. 1379 * we want to have floorbox_update called before calling this.
1412 * 1380 *
1413 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1418 1386
1419 /* 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 */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1389 {
1422 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1423 return NULL; 1391 return 0;
1424 1392
1425 /* 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
1426 * walk on's. 1394 * walk on's.
1427 */ 1395 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1430 return NULL; 1398 return 0;
1431 } 1399 }
1432 1400
1433 return op; 1401 return op;
1434} 1402}
1435 1403
1442{ 1410{
1443 object *tmp, *tmp1; 1411 object *tmp, *tmp1;
1444 1412
1445 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1446 1414
1447 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)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1449 tmp->destroy (); 1417 tmp->destroy ();
1450 1418
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1420
1453 tmp1->x = op->x; 1421 tmp1->x = op->x;
1454 tmp1->y = op->y; 1422 tmp1->y = op->y;
1455 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);
1456} 1430}
1457 1431
1458/* 1432/*
1459 * 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
1460 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1461 * 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).
1462 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1437 * global static errmsg array.
1464 */ 1438 */
1465
1466object * 1439object *
1467get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1468{ 1441{
1469 object *newob; 1442 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 1479
1507object * 1480object *
1508decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1509{ 1482{
1510 object *tmp; 1483 object *tmp;
1511 player *pl;
1512 1484
1513 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1486 return op;
1515 1487
1516 if (i > op->nrof) 1488 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1503 * and then searching the map for a player.
1532 */ 1504 */
1533 if (!tmp) 1505 if (!tmp)
1534 { 1506 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1537 { 1508 {
1538 tmp = pl->ob; 1509 tmp = pl->ob;
1539 break; 1510 break;
1540 } 1511 }
1541 }
1542 1512
1543 if (i < op->nrof) 1513 if (i < op->nrof)
1544 { 1514 {
1545 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1516 op->nrof -= i;
1696 if ((op->glow_radius != 0) && map) 1666 if ((op->glow_radius != 0) && map)
1697 { 1667 {
1698#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1699 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);
1700#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1671 if (map->darkness)
1702 update_all_los (map, x, y); 1672 update_all_los (map, x, y);
1703 } 1673 }
1704 1674
1705 /* 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.
1706 * It sure simplifies this function... 1676 * It sure simplifies this function...
1711 { 1681 {
1712 op->below = inv; 1682 op->below = inv;
1713 op->below->above = op; 1683 op->below->above = op;
1714 inv = op; 1684 inv = op;
1715 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1716 1688
1717 return op; 1689 return op;
1718} 1690}
1719 1691
1720/* 1692/*
1735 * 1707 *
1736 * 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
1737 * 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
1738 * on top. 1710 * on top.
1739 */ 1711 */
1740
1741int 1712int
1742check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1743{ 1714{
1744 object *tmp; 1715 object *tmp;
1745 maptile *m = op->map; 1716 maptile *m = op->map;
1772 1743
1773 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1775 */ 1746 */
1776 1747
1777 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)
1778 { 1749 {
1779 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1780 * 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,
1781 * we don't need to check all of them. 1752 * we don't need to check all of them.
1782 */ 1753 */
1837/* 1808/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1841 */ 1812 */
1842
1843object * 1813object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1815{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1850 { 1817 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1819 return NULL;
1853 } 1820 }
1854 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)
1855 if (tmp->arch == at) 1823 if (tmp->arch == at)
1856 return tmp; 1824 return tmp;
1825
1857 return NULL; 1826 return NULL;
1858} 1827}
1859 1828
1860/* 1829/*
1861 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1864 */ 1833 */
1865
1866object * 1834object *
1867present (unsigned char type, maptile *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
1868{ 1836{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
1873 { 1838 {
1874 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1840 return NULL;
1876 } 1841 }
1877 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)
1878 if (tmp->type == type) 1844 if (tmp->type == type)
1879 return tmp; 1845 return tmp;
1846
1880 return NULL; 1847 return NULL;
1881} 1848}
1882 1849
1883/* 1850/*
1884 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1887 */ 1854 */
1888
1889object * 1855object *
1890present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
1891{ 1857{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1859 if (tmp->type == type)
1897 return tmp; 1860 return tmp;
1861
1898 return NULL; 1862 return NULL;
1899} 1863}
1900 1864
1901/* 1865/*
1902 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
1910 * 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
1911 * 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
1912 * 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
1913 * to be unique. 1877 * to be unique.
1914 */ 1878 */
1915
1916object * 1879object *
1917present_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)
1918{ 1881{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1884 return tmp;
1926 } 1885
1927 return NULL; 1886 return 0;
1928} 1887}
1929 1888
1930/* 1889/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
1934 */ 1893 */
1935
1936object * 1894object *
1937present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
1938{ 1896{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1898 if (tmp->arch == at)
1944 return tmp; 1899 return tmp;
1900
1945 return NULL; 1901 return NULL;
1946} 1902}
1947 1903
1948/* 1904/*
1949 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1950 */ 1906 */
1951void 1907void
1952flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
1953{ 1909{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1910 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1912 {
1960 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
1962 } 1915 }
1963} /* 1916}
1917
1918/*
1964 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
1965 */ 1920 */
1966void 1921void
1967unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
1968{ 1923{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1924 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1926 {
1975 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
1977 } 1929 }
1978} 1930}
1981 * 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
1982 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
1983 * 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
1984 * 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.
1985 */ 1937 */
1986
1987void 1938void
1988set_cheat (object *op) 1939set_cheat (object *op)
1989{ 1940{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2010 * 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
2011 * 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
2012 * 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
2013 * customized, changed states, etc. 1964 * customized, changed states, etc.
2014 */ 1965 */
2015
2016int 1966int
2017find_free_spot (const object *ob, maptile *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)
2018{ 1968{
2019 int
2020 i,
2021 index = 0, flag; 1969 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2024 1971
2025 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2026 { 1973 {
2027 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]);
2028 if (!flag) 1975 if (!flag)
2029 altern[index++] = i; 1976 altern [index++] = i;
2030 1977
2031 /* 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.
2032 * 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.
2033 * 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 -
2034 * 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
2050 * find_first_free_spot(archetype, maptile, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2052 * 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.
2053 * 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.
2054 */ 2001 */
2055
2056int 2002int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2004{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 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]))
2065 return i; 2007 return i;
2066 } 2008
2067 return -1; 2009 return -1;
2068} 2010}
2069 2011
2070/* 2012/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2016 */
2074static void 2017static void
2075permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2076{ 2019{
2077 int 2020 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2021 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2022
2088 tmp = arr[i]; 2023 while (--end)
2089 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2025}
2093 2026
2094/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2096 * 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
2099 * 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.
2100 */ 2033 */
2101void 2034void
2102get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2103{ 2036{
2104 int 2037 int i;
2105 i;
2106 2038
2107 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2040 search_arr[i] = i;
2110 }
2111 2041
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2045}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * 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
2126 * 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
2127 * there is capable of. 2057 * there is capable of.
2128 */ 2058 */
2129
2130int 2059int
2131find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2061{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2136 2063
2137 sint16 nx, ny; 2064 sint16 nx, ny;
2138 object * 2065 object *tmp;
2139 tmp;
2140 maptile * 2066 maptile *mp;
2141 mp;
2142 2067
2143 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2144 2069
2145 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2146 { 2071 {
2163 2088
2164 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2090 max = maxfree[i];
2166 else 2091 else
2167 { 2092 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2169 2096
2170 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2098 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2173 { 2100 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176 break; 2104 break;
2177 2105
2178 if (tmp) 2106 if (tmp)
2179 return freedir[i]; 2107 return freedir[i];
2180 } 2108 }
2186 2114
2187/* 2115/*
2188 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2117 * distance between the two given objects.
2190 */ 2118 */
2191
2192int 2119int
2193distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2194{ 2121{
2195 int i;
2196
2197 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);
2198 return i;
2199} 2123}
2200 2124
2201/* 2125/*
2202 * 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
2203 * 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
2204 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2205 */ 2129 */
2206
2207int 2130int
2208find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2209{ 2132{
2210 int q; 2133 int q;
2211 2134
2250int 2173int
2251absdir (int d) 2174absdir (int d)
2252{ 2175{
2253 while (d < 1) 2176 while (d < 1)
2254 d += 8; 2177 d += 8;
2178
2255 while (d > 8) 2179 while (d > 8)
2256 d -= 8; 2180 d -= 8;
2181
2257 return d; 2182 return d;
2258} 2183}
2259 2184
2260/* 2185/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2263 */ 2188 */
2264 2189
2265int 2190int
2266dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2267{ 2192{
2268 int 2193 int d;
2269 d;
2270 2194
2271 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2272 if (d > 4) 2196 if (d > 4)
2273 d = 8 - d; 2197 d = 8 - d;
2198
2274 return d; 2199 return d;
2275} 2200}
2276 2201
2277/* peterm: 2202/* peterm:
2278 * 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.
2281 * 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
2282 * 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.
2283 * 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
2284 * functions. 2209 * functions.
2285 */ 2210 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2443/* 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 */
2444/* 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, */
2445/* 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. */
2446/* 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. */
2447/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2448
2449object * 2371object *
2450load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2451{ 2373{
2452 object *op; 2374 object *op;
2453 char filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2483 * returns NULL if no match. 2405 * returns NULL if no match.
2484 */ 2406 */
2485object * 2407object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2409{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2412 return tmp;
2493 2413
2494 return NULL; 2414 return 0;
2495} 2415}
2496 2416
2497/* 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,
2498 * otherwise return NULL. 2418 * otherwise return NULL.
2499 * 2419 *
2501 * do the desired thing. 2421 * do the desired thing.
2502 */ 2422 */
2503key_value * 2423key_value *
2504get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2505{ 2425{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2427 if (link->key == key)
2510 return link; 2428 return link;
2511 2429
2512 return NULL; 2430 return 0;
2513} 2431}
2514 2432
2515/* 2433/*
2516 * 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.
2517 * 2435 *
2557 * Returns TRUE on success. 2475 * Returns TRUE on success.
2558 */ 2476 */
2559int 2477int
2560set_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)
2561{ 2479{
2562 key_value *
2563 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2564 2481
2565 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2483 {
2567 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2568 { 2485 {
2596 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2597 2514
2598 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2599 2516
2600 if (!add_key) 2517 if (!add_key)
2601 {
2602 return FALSE; 2518 return FALSE;
2603 } 2519
2604 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2608 * should pass in "" 2524 * should pass in ""
2657 } 2573 }
2658 else 2574 else
2659 item = item->env; 2575 item = item->env;
2660} 2576}
2661 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
2662// 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
2663const char * 2608const char *
2664object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2665{ 2610{
2611 char flagdesc[512];
2666 char info2[256 * 3]; 2612 char info2[256 * 4];
2667 char *p = info; 2613 char *p = info;
2668 2614
2669 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}",
2670 count, 2616 count, uuid.seq,
2671 &name, 2617 &name,
2672 title ? " " : "", 2618 title ? "\",title:" : "",
2673 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2674 2621
2675 if (env) 2622 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2624
2678 if (map) 2625 if (map)
2679 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);
2680 2627
2681 return info; 2628 return info;
2682} 2629}
2683 2630
2684const char * 2631const char *
2685object::debug_desc () const 2632object::debug_desc () const
2686{ 2633{
2687 static char info[256 * 3]; 2634 static char info[256 * 4];
2688 return debug_desc (info); 2635 return debug_desc (info);
2689} 2636}
2690 2637
2638const char *
2639object::debug_desc2 () const
2640{
2641 static char info[256 * 4];
2642 return debug_desc (info);
2643}
2644

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