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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.98 by root, Sun Dec 31 17:17:22 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
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, 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,
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 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
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
575 } 466 }
576 467
577 op->key_values = 0; 468 op->key_values = 0;
578} 469}
579 470
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 471/*
633 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 477 * will point at garbage.
639 */ 478 */
640void 479void
641copy_object (object *op2, object *op) 480object::copy_to (object *dst)
642{ 481{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 484
646 op2->clone (op); 485 *(object_copy *)dst = *this;
647 486
648 if (is_freed) 487 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
650 if (is_removed) 490 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
652 492
653 if (op2->speed < 0) 493 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
655 495
656 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
657 if (op2->key_values) 497 if (key_values)
658 { 498 {
659 key_value *tail = 0; 499 key_value *tail = 0;
660 key_value *i; 500 key_value *i;
661 501
662 op->key_values = 0; 502 dst->key_values = 0;
663 503
664 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
665 { 505 {
666 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
667 507
668 new_link->next = 0; 508 new_link->next = 0;
669 new_link->key = i->key; 509 new_link->key = i->key;
670 new_link->value = i->value; 510 new_link->value = i->value;
671 511
672 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
673 if (!op->key_values) 513 if (!dst->key_values)
674 { 514 {
675 op->key_values = new_link; 515 dst->key_values = new_link;
676 tail = new_link; 516 tail = new_link;
677 } 517 }
678 else 518 else
679 { 519 {
680 tail->next = new_link; 520 tail->next = new_link;
681 tail = new_link; 521 tail = new_link;
682 } 522 }
683 } 523 }
684 } 524 }
685 525
686 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
687} 535}
688 536
689/* 537/*
690 * 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
691 * 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
692 * 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.
693 */ 541 */
694
695void 542void
696update_turn_face (object *op) 543update_turn_face (object *op)
697{ 544{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 546 return;
547
700 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
702} 550}
703 551
704/* 552/*
705 * 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
706 * 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.
707 * 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.
708 */ 556 */
709void 557void
710update_ob_speed (object *op) 558object::set_speed (float speed)
711{ 559{
712 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 561 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 563 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 564 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 565
737 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 567
741 if (op->active_next != NULL) 568 if (has_active_speed ())
742 op->active_next->active_prev = op; 569 activate ();
743
744 active_objects = op;
745 }
746 else 570 else
747 { 571 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 572}
771 573
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 574/*
804 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 578 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
811 * 582 *
812 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 584 * current action are:
818 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
823 */ 590 */
824
825void 591void
826update_object (object *op, int action) 592update_object (object *op, int action)
827{ 593{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
830 595
831 if (op == NULL) 596 if (op == NULL)
832 { 597 {
833 /* this should never happen */ 598 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 600 return;
836 } 601 }
837 602
838 if (op->env != NULL) 603 if (op->env)
839 { 604 {
840 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
841 * to do in this case. 606 * to do in this case.
842 */ 607 */
843 return; 608 return;
848 */ 613 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 615 return;
851 616
852 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 619 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 621#ifdef MANY_CORES
857 abort (); 622 abort ();
858#endif 623#endif
859 return; 624 return;
860 } 625 }
861 626
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
869 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
870 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 644 * to have move_allow right now.
894 */ 645 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 648 m.flags_ = P_NEED_UPDATE;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 649 }
901 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 652 * that is being removed.
904 */ 653 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
907 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
909 else 658 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 660
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 661 if (op->more)
919 update_object (op->more, action); 662 update_object (op->more, action);
920} 663}
921 664
922static unordered_vector<object *> mortals; 665object *object::first;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940}
941 666
942object::object () 667object::object ()
943{ 668{
944 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
945 670
946 expmul = 1.0; 671 expmul = 1.0;
947 face = blank_face; 672 face = blank_face;
948 attacked_by_count = -1;
949} 673}
950 674
951object::~object () 675object::~object ()
952{ 676{
953 free_key_values (this); 677 free_key_values (this);
957{ 681{
958 count = ++ob_count; 682 count = ++ob_count;
959 uuid = gen_uuid (); 683 uuid = gen_uuid ();
960 684
961 prev = 0; 685 prev = 0;
962 next = objects; 686 next = object::first;
963 687
964 if (objects) 688 if (object::first)
965 objects->prev = this; 689 object::first->prev = this;
966 690
967 objects = this; 691 object::first = this;
968} 692}
969 693
970void object::unlink () 694void object::unlink ()
971{ 695{
972 //count = 0;//D
973 if (!prev && !next) return;//D
974
975 if (this == objects) 696 if (this == object::first)
976 objects = next; 697 object::first = next;
977 698
978 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
979 if (prev) prev->next = next; 700 if (prev) prev->next = next;
980 if (next) next->prev = prev; 701 if (next) next->prev = prev;
981 702
982 prev = 0; 703 prev = 0;
983 next = 0; 704 next = 0;
984} 705}
985 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
986object *object::create () 831object *object::create ()
987{ 832{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 833 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 834 op->link ();
1002 return op; 835 return op;
1003} 836}
1004 837
1005/* 838void
1006 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 840{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
1018 return; 851 return;
1019 852
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
1021 remove_friendly_object (this);
1022 854
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
1024 remove_ob (this);
1025 856
1026 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
1027 858
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
1029 883
1030 if (more) 884 if (more)
1031 { 885 {
1032 more->free (free_inventory); 886 more->destroy ();
1033 more = 0; 887 more = 0;
1034 } 888 }
1035 889
1036 if (inv) 890 // clear those pointers that likely might have circular references to us
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0; 891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
1079 894
1080 /* Remove object from the active list */ 895 // only relevant for players(?), but make sure of it anyways
1081 speed = 0; 896 contr = 0;
1082 update_ob_speed (this); 897}
1083 898
1084 unlink (); 899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
1085 904
1086 mortals.push_back (this); 905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1087} 909}
1088 910
1089/* 911/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1092 */ 914 */
1093
1094void 915void
1095sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1096{ 917{
1097 while (op != NULL) 918 while (op != NULL)
1098 { 919 {
1099 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 922
1103 op->carrying -= weight; 923 op->carrying -= weight;
1104 op = op->env; 924 op = op->env;
1105 } 925 }
1106} 926}
1107 927
1108/* remove_ob(op): 928/* op->remove ():
1109 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 933 * the previous environment.
1114 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1115 */ 935 */
1116
1117void 936void
1118remove_ob (object *op) 937object::remove ()
1119{ 938{
939 object *tmp, *last = 0;
1120 object * 940 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 941
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 943 return;
1139 944
1140 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1141 947
1142 if (op->more != NULL) 948 if (more)
1143 remove_ob (op->more); 949 more->remove ();
1144 950
1145 /* 951 /*
1146 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1147 * inventory. 953 * inventory.
1148 */ 954 */
1149 if (op->env != NULL) 955 if (env)
1150 { 956 {
1151 if (op->nrof) 957 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1153 else 959 else
1154 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1155 961
1156 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 964 * to save cpu time.
1159 */ 965 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 967 otmp->update_stats ();
1162 968
1163 if (op->above != NULL) 969 if (above)
1164 op->above->below = op->below; 970 above->below = below;
1165 else 971 else
1166 op->env->inv = op->below; 972 env->inv = below;
1167 973
1168 if (op->below != NULL) 974 if (below)
1169 op->below->above = op->above; 975 below->above = above;
1170 976
1171 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1174 */ 980 */
1175 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1176 op->map = op->env->map; 982 map = env->map;
1177 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1178 op->env = NULL; 984 env = 0;
1179 } 985 }
1180 else if (op->map) 986 else if (map)
1181 { 987 {
1182 x = op->x; 988 if (type == PLAYER)
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 } 989 {
1196 990 --map->players;
1197 if (op->map != m) 991 map->last_access = runtime;
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */ 992 }
993
994 map->dirty = true;
1204 995
1205 /* link the object above us */ 996 /* link the object above us */
1206 if (op->above) 997 if (above)
1207 op->above->below = op->below; 998 above->below = below;
1208 else 999 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1210 1001
1211 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1212 if (op->below) 1003 if (below)
1213 op->below->above = op->above; 1004 below->above = above;
1214 else 1005 else
1215 { 1006 {
1216 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1009 * evident
1219 */ 1010 */
1220 if (GET_MAP_OB (m, x, y) != op) 1011 if (GET_MAP_OB (map, x, y) != this)
1221 { 1012 {
1222 dump_object (op); 1013 char *dump = dump_object (this);
1223 LOG (llevError, 1014 LOG (llevError,
1224 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1016 free (dump);
1225 dump_object (GET_MAP_OB (m, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1226 LOG (llevError, "%s\n", errmsg); 1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1227 } 1020 }
1228 1021
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1230 } 1023 }
1231 1024
1232 op->above = 0; 1025 above = 0;
1233 op->below = 0; 1026 below = 0;
1234 1027
1235 if (op->map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1236 return; 1029 return;
1237 1030
1238 tag = op->count; 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1032
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1242 { 1034 {
1243 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1244 * being removed. 1036 * being removed.
1245 */ 1037 */
1246 1038
1247 if (tmp->type == PLAYER && tmp != op) 1039 if (tmp->type == PLAYER && tmp != this)
1248 { 1040 {
1249 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1251 * appropriately. 1043 * appropriately.
1252 */ 1044 */
1253 if (tmp->container == op) 1045 if (tmp->container == this)
1254 { 1046 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1048 tmp->container = 0;
1257 } 1049 }
1258 1050
1259 tmp->contr->socket.update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1260 } 1053 }
1261 1054
1262 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1059 {
1265 move_apply (tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1266 1061
1267 if (was_destroyed (op, tag)) 1062 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1064 }
1272 1065
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1275 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1276 tmp->above = NULL; 1069 tmp->above = 0;
1277 1070
1278 last = tmp; 1071 last = tmp;
1279 } 1072 }
1280 1073
1281 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1282 if (last == NULL) 1076 if (!last)
1283 { 1077 map->at (x, y).flags_ = P_NEED_UPDATE;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1078 else
1293 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1294 1080
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1297 } 1083 }
1298} 1084}
1299 1085
1300/* 1086/*
1301 * merge_ob(op,top): 1087 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1310{ 1096{
1311 if (!op->nrof) 1097 if (!op->nrof)
1312 return 0; 1098 return 0;
1313 1099
1314 if (top == NULL) 1100 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1316 1103
1317 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1318 { 1105 {
1319 if (top == op) 1106 if (top == op)
1320 continue; 1107 continue;
1321 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1322 { 1110 {
1323 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1324 1112
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1115 op->destroy ();
1328 free_object (op);
1329 return top; 1116 return top;
1330 } 1117 }
1331 } 1118 }
1332 1119
1333 return NULL; 1120 return 0;
1334} 1121}
1335 1122
1336/* 1123/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1339 */ 1126 */
1340object * 1127object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1129{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1131 {
1350 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1352 } 1134 }
1353 1135
1372 * Return value: 1154 * Return value:
1373 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1157 * just 'op' otherwise
1376 */ 1158 */
1377
1378object * 1159object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1161{
1381 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1382 sint16 x, y; 1163 sint16 x, y;
1383 1164
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1385 { 1166 {
1386 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL; 1168 return NULL;
1388 } 1169 }
1389 1170
1390 if (m == NULL) 1171 if (!m)
1391 { 1172 {
1392 dump_object (op); 1173 char *dump = dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1394 return op; 1176 return op;
1395 } 1177 }
1396 1178
1397 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1398 { 1180 {
1399 dump_object (op); 1181 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1401#ifdef MANY_CORES 1183#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1186 * improperly inserted.
1405 */ 1187 */
1406 abort (); 1188 abort ();
1407#endif 1189#endif
1190 free (dump);
1408 return op; 1191 return op;
1409 } 1192 }
1410 1193
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 { 1195 {
1413 dump_object (op); 1196 char *dump = dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1415 return op; 1199 return op;
1416 } 1200 }
1417 1201
1418 if (op->more != NULL) 1202 if (op->more)
1419 { 1203 {
1420 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1421 1205
1422 object *more = op->more; 1206 object *more = op->more;
1423 1207
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 { 1224 {
1441 if (!op->head) 1225 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 1227
1444 return NULL; 1228 return 0;
1445 } 1229 }
1446 } 1230 }
1447 1231
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1233
1456 y = op->y; 1240 y = op->y;
1457 1241
1458 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1459 */ 1243 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1463 { 1247 {
1464 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1249 tmp->destroy ();
1466 free_object (tmp);
1467 } 1250 }
1468 1251
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1254
1484 op->below = originator->below; 1267 op->below = originator->below;
1485 1268
1486 if (op->below) 1269 if (op->below)
1487 op->below->above = op; 1270 op->below->above = op;
1488 else 1271 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1490 1273
1491 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1492 originator->below = op; 1275 originator->below = op;
1493 } 1276 }
1494 else 1277 else
1495 { 1278 {
1496 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1498 { 1281 {
1499 object *last = NULL; 1282 object *last = 0;
1500 1283
1501 /* 1284 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1512 */ 1295 */
1513
1514 while (top != NULL) 1296 while (top)
1515 { 1297 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1299 floor = top;
1518 1300
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1540 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1324 * stacking is a bit odd.
1543 */ 1325 */
1544 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 { 1328 {
1547 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1331 break;
1550 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1573 1355
1574 if (op->above) 1356 if (op->above)
1575 op->above->below = op; 1357 op->above->below = op;
1576 1358
1577 op->below = NULL; 1359 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1579 } 1361 }
1580 else 1362 else
1581 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1582 op->above = top->above; 1364 op->above = top->above;
1583 1365
1586 1368
1587 op->below = top; 1369 op->below = top;
1588 top->above = op; 1370 top->above = op;
1589 } 1371 }
1590 1372
1591 if (op->above == NULL) 1373 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1594 1376
1595 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1596 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1597 1385
1598 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1600 */ 1388 */
1601 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1603 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1605 1393
1606 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_NEED_UPDATE for spaces within this area
1613 * of effect may be sufficient. 1401 * of effect may be sufficient.
1614 */ 1402 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1617 1405
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1620 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1621 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1623 * 1413 *
1624 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1417 * update_object().
1629 1419
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1422 {
1633 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1634 return NULL; 1424 return 0;
1635 1425
1636 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1427 * walk on's.
1638 */ 1428 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1641 return NULL; 1431 return 0;
1642 } 1432 }
1643 1433
1644 return op; 1434 return op;
1645} 1435}
1646 1436
1647/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1650 */ 1440 */
1651void 1441void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1443{
1654 object * 1444 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1445
1659 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1660 1447
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1450 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1451
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1453
1672 tmp1->x = op->x; 1454 tmp1->x = op->x;
1673 tmp1->y = op->y; 1455 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1675} 1463}
1676 1464
1677/* 1465/*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1470 * global static errmsg array.
1683 */ 1471 */
1684
1685object * 1472object *
1686get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1687{ 1474{
1688 object * 1475 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1477
1693 if (orig_ob->nrof < nr) 1478 if (orig_ob->nrof < nr)
1694 { 1479 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1481 return NULL;
1697 } 1482 }
1698 1483
1699 newob = object_create_clone (orig_ob); 1484 newob = object_create_clone (orig_ob);
1700 1485
1701 if ((orig_ob->nrof -= nr) < 1) 1486 if ((orig_ob->nrof -= nr) < 1)
1702 { 1487 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1488 else if (!is_removed)
1708 { 1489 {
1709 if (orig_ob->env != NULL) 1490 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 1512
1732object * 1513object *
1733decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1734{ 1515{
1735 object *tmp; 1516 object *tmp;
1736 player *pl;
1737 1517
1738 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1519 return op;
1740 1520
1741 if (i > op->nrof) 1521 if (i > op->nrof)
1742 i = op->nrof; 1522 i = op->nrof;
1743 1523
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1525 op->nrof -= i;
1746 else if (op->env != NULL) 1526 else if (op->env)
1747 { 1527 {
1748 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1749 * therein? 1529 * therein?
1750 */ 1530 */
1751 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1536 * and then searching the map for a player.
1757 */ 1537 */
1758 if (!tmp) 1538 if (!tmp)
1759 { 1539 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1762 break; 1543 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1544 }
1768 1545
1769 if (i < op->nrof) 1546 if (i < op->nrof)
1770 { 1547 {
1771 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1549 op->nrof -= i;
1773 if (tmp) 1550 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1776 }
1777 } 1552 }
1778 else 1553 else
1779 { 1554 {
1780 remove_ob (op); 1555 op->remove ();
1781 op->nrof = 0; 1556 op->nrof = 0;
1782 if (tmp) 1557 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1559 }
1787 } 1560 }
1788 else 1561 else
1789 { 1562 {
1790 object *above = op->above; 1563 object *above = op->above;
1791 1564
1792 if (i < op->nrof) 1565 if (i < op->nrof)
1793 op->nrof -= i; 1566 op->nrof -= i;
1794 else 1567 else
1795 { 1568 {
1796 remove_ob (op); 1569 op->remove ();
1797 op->nrof = 0; 1570 op->nrof = 0;
1798 } 1571 }
1799 1572
1800 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1803 { 1576 {
1804 if (op->nrof) 1577 if (op->nrof)
1805 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1806 else 1579 else
1810 1583
1811 if (op->nrof) 1584 if (op->nrof)
1812 return op; 1585 return op;
1813 else 1586 else
1814 { 1587 {
1815 free_object (op); 1588 op->destroy ();
1816 return NULL; 1589 return 0;
1817 } 1590 }
1818} 1591}
1819 1592
1820/* 1593/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1833 op->carrying += weight; 1606 op->carrying += weight;
1834 op = op->env; 1607 op = op->env;
1835 } 1608 }
1836} 1609}
1837 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1838/* 1631/*
1839 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1840 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1841 * inside the object environment. 1634 * inside the object environment.
1842 * 1635 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1850 */ 1638 */
1851 1639
1852object * 1640object *
1853insert_ob_in_ob (object *op, object *where) 1641object::insert (object *op)
1854{ 1642{
1855 object * 1643 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1644
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1646 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1647
1879 if (op->more) 1648 if (op->more)
1880 { 1649 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1651 return op;
1884 1653
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1656 if (op->nrof)
1888 { 1657 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1891 { 1660 {
1892 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1662 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1897 */ 1666 */
1898 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1901 op = tmp; 1670 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1673 break;
1905 } 1674 }
1906 1675
1907 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1680 * the linking below
1912 */ 1681 */
1913 add_weight (where, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1914 } 1683 }
1915 else 1684 else
1916 add_weight (where, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1917 1686
1918 otmp = is_player_inv (where); 1687 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1688 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1690 otmp->update_stats ();
1923 }
1924 1691
1925 op->map = NULL; 1692 op->map = 0;
1926 op->env = where; 1693 op->env = this;
1927 op->above = NULL; 1694 op->above = 0;
1928 op->below = NULL; 1695 op->below = 0;
1929 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1930 1697
1931 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1699 if ((op->glow_radius != 0) && map)
1933 { 1700 {
1934#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1704 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1705 update_all_los (map, x, y);
1939 } 1706 }
1940 1707
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1709 * It sure simplifies this function...
1943 */ 1710 */
1944 if (where->inv == NULL) 1711 if (!inv)
1945 where->inv = op; 1712 inv = op;
1946 else 1713 else
1947 { 1714 {
1948 op->below = where->inv; 1715 op->below = inv;
1949 op->below->above = op; 1716 op->below->above = op;
1950 where->inv = op; 1717 inv = op;
1951 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1952 return op; 1722 return op;
1953} 1723}
1954 1724
1955/* 1725/*
1956 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1970 * 1740 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top. 1743 * on top.
1974 */ 1744 */
1975
1976int 1745int
1977check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1978{ 1747{
1979 object * 1748 object *tmp;
1980 tmp; 1749 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1750 int x = op->x, y = op->y;
1987 1751
1988 MoveType 1752 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1753
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1755 return 0;
1995
1996 tag = op->count;
1997 1756
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1760
2017 1776
2018 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
2020 */ 1779 */
2021 1780
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2023 { 1782 {
2024 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1785 * we don't need to check all of them.
2027 */ 1786 */
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1823 {
2065 move_apply (tmp, op, originator); 1824 move_apply (tmp, op, originator);
2066 1825
2067 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
2068 return 1; 1827 return 1;
2069 1828
2070 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
2082/* 1841/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2086 */ 1845 */
2087
2088object * 1846object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1848{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
2095 { 1850 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1852 return NULL;
2098 } 1853 }
1854
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2100 if (tmp->arch == at) 1856 if (tmp->arch == at)
2101 return tmp; 1857 return tmp;
1858
2102 return NULL; 1859 return NULL;
2103} 1860}
2104 1861
2105/* 1862/*
2106 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2109 */ 1866 */
2110
2111object * 1867object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
2113{ 1869{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2118 { 1871 {
2119 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1873 return NULL;
2121 } 1874 }
1875
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123 if (tmp->type == type) 1877 if (tmp->type == type)
2124 return tmp; 1878 return tmp;
1879
2125 return NULL; 1880 return NULL;
2126} 1881}
2127 1882
2128/* 1883/*
2129 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2132 */ 1887 */
2133
2134object * 1888object *
2135present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2136{ 1890{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1892 if (tmp->type == type)
2142 return tmp; 1893 return tmp;
1894
2143 return NULL; 1895 return NULL;
2144} 1896}
2145 1897
2146/* 1898/*
2147 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1910 * to be unique.
2159 */ 1911 */
2160
2161object * 1912object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1914{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1917 return tmp;
2171 } 1918
2172 return NULL; 1919 return 0;
2173} 1920}
2174 1921
2175/* 1922/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2179 */ 1926 */
2180
2181object * 1927object *
2182present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2183{ 1929{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1931 if (tmp->arch == at)
2189 return tmp; 1932 return tmp;
1933
2190 return NULL; 1934 return NULL;
2191} 1935}
2192 1936
2193/* 1937/*
2194 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2195 */ 1939 */
2196void 1940void
2197flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2198{ 1942{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1943 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1945 {
2205 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2207 } 1948 }
2208} /* 1949}
1950
1951/*
2209 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2210 */ 1953 */
2211void 1954void
2212unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2213{ 1956{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1957 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1959 {
2220 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2222 } 1962 }
2223} 1963}
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2230 */ 1970 */
2231
2232void 1971void
2233set_cheat (object *op) 1972set_cheat (object *op)
2234{ 1973{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 1997 * customized, changed states, etc.
2259 */ 1998 */
2260
2261int 1999int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 2001{
2264 int
2265 i,
2266 index = 0, flag; 2002 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2269 2004
2270 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2271 { 2006 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 2008 if (!flag)
2274 altern[index++] = i; 2009 altern [index++] = i;
2275 2010
2276 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2283 */ 2018 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 2020 stop = maxfree[i];
2286 } 2021 }
2022
2287 if (!index) 2023 if (!index)
2288 return -1; 2024 return -1;
2025
2289 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2290} 2027}
2291 2028
2292/* 2029/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2034 */
2298
2299int 2035int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2037{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2040 return i;
2309 } 2041
2310 return -1; 2042 return -1;
2311} 2043}
2312 2044
2313/* 2045/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2049 */
2317static void 2050static void
2318permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2319{ 2052{
2320 int 2053 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2054 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2055
2331 tmp = arr[i]; 2056 while (--end)
2332 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2058}
2336 2059
2337/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2066 */
2344void 2067void
2345get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2346{ 2069{
2347 int 2070 int i;
2348 i;
2349 2071
2350 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2073 search_arr[i] = i;
2353 }
2354 2074
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2078}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2090 * there is capable of.
2371 */ 2091 */
2372
2373int 2092int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2094{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2379 2096
2380 sint16 nx, ny; 2097 sint16 nx, ny;
2381 object * 2098 object *tmp;
2382 tmp; 2099 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2100
2386 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2387 2102
2388 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2389 { 2104 {
2401 mp = m; 2116 mp = m;
2402 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2404 2119
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2406 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2123 max = maxfree[i];
2409 }
2410 else 2124 else
2411 { 2125 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2413 2129
2414 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2131 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2419 { 2133 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2137 break;
2425 } 2138
2426 }
2427 if (tmp) 2139 if (tmp)
2428 {
2429 return freedir[i]; 2140 return freedir[i];
2430 }
2431 } 2141 }
2432 } 2142 }
2433 } 2143 }
2144
2434 return 0; 2145 return 0;
2435} 2146}
2436 2147
2437/* 2148/*
2438 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2150 * distance between the two given objects.
2440 */ 2151 */
2441
2442int 2152int
2443distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2444{ 2154{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2156}
2451 2157
2452/* 2158/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2456 */ 2162 */
2457
2458int 2163int
2459find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2460{ 2165{
2461 int 2166 int q;
2462 q;
2463 2167
2464 if (y) 2168 if (y)
2465 q = x * 100 / y; 2169 q = x * 100 / y;
2466 else if (x) 2170 else if (x)
2467 q = -300 * x; 2171 q = -300 * x;
2502int 2206int
2503absdir (int d) 2207absdir (int d)
2504{ 2208{
2505 while (d < 1) 2209 while (d < 1)
2506 d += 8; 2210 d += 8;
2211
2507 while (d > 8) 2212 while (d > 8)
2508 d -= 8; 2213 d -= 8;
2214
2509 return d; 2215 return d;
2510} 2216}
2511 2217
2512/* 2218/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2221 */
2516 2222
2517int 2223int
2518dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2519{ 2225{
2520 int 2226 int d;
2521 d;
2522 2227
2523 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2524 if (d > 4) 2229 if (d > 4)
2525 d = 8 - d; 2230 d = 8 - d;
2231
2526 return d; 2232 return d;
2527} 2233}
2528 2234
2529/* peterm: 2235/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2242 * functions.
2537 */ 2243 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2299 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2597 */ 2301 */
2598
2599
2600int 2302int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2304{
2603 sint16 dx, dy; 2305 sint16 dx, dy;
2604 int
2605 mflags; 2306 int mflags;
2606 2307
2607 if (dir < 0) 2308 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2609 2310
2610 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2623 return 0; 2324 return 0;
2624 2325
2625 /* yes, can see. */ 2326 /* yes, can see. */
2626 if (dir < 9) 2327 if (dir < 9)
2627 return 1; 2328 return 1;
2329
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2333}
2631
2632
2633 2334
2634/* 2335/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2352}
2652 2353
2653
2654/* 2354/*
2655 * create clone from object to another 2355 * create clone from object to another
2656 */ 2356 */
2657object * 2357object *
2658object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2659{ 2359{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2361
2663 if (!asrc) 2362 if (!asrc)
2664 return NULL; 2363 return 0;
2364
2665 src = asrc; 2365 src = asrc;
2666 if (src->head) 2366 if (src->head)
2667 src = src->head; 2367 src = src->head;
2668 2368
2669 prev = NULL; 2369 prev = 0;
2670 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2671 { 2371 {
2672 tmp = get_object (); 2372 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2373 tmp->x -= src->x;
2675 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2676 if (!part->head) 2376 if (!part->head)
2677 { 2377 {
2678 dst = tmp; 2378 dst = tmp;
2679 tmp->head = NULL; 2379 tmp->head = 0;
2680 } 2380 }
2681 else 2381 else
2682 {
2683 tmp->head = dst; 2382 tmp->head = dst;
2684 } 2383
2685 tmp->more = NULL; 2384 tmp->more = 0;
2385
2686 if (prev) 2386 if (prev)
2687 prev->more = tmp; 2387 prev->more = tmp;
2388
2688 prev = tmp; 2389 prev = tmp;
2689 } 2390 }
2690 2391
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2394
2697 return dst; 2395 return dst;
2698} 2396}
2699 2397
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2720
2721object * 2404object *
2722load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2723{ 2406{
2724 object * 2407 object *op;
2725 op;
2726 char
2727 filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2728 2409
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730 2411
2731 FILE *
2732 tempfile = fopen (filename, "w"); 2412 FILE *tempfile = fopen (filename, "w");
2733 2413
2734 if (tempfile == NULL) 2414 if (tempfile == NULL)
2735 { 2415 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL; 2417 return NULL;
2738 } 2418 }
2739 2419
2740 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2421 fclose (tempfile);
2742 2422
2743 op = get_object (); 2423 op = object::create ();
2744 2424
2745 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2746 2426
2747 if (thawer) 2427 if (thawer)
2748 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2758 * returns NULL if no match. 2438 * returns NULL if no match.
2759 */ 2439 */
2760object * 2440object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2442{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2445 return tmp;
2769 2446
2770 return NULL; 2447 return 0;
2771} 2448}
2772 2449
2773/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2451 * otherwise return NULL.
2775 * 2452 *
2777 * do the desired thing. 2454 * do the desired thing.
2778 */ 2455 */
2779key_value * 2456key_value *
2780get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2781{ 2458{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2460 if (link->key == key)
2788 {
2789 return link; 2461 return link;
2790 }
2791 }
2792 2462
2793 return NULL; 2463 return 0;
2794} 2464}
2795 2465
2796/* 2466/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2468 *
2838 * Returns TRUE on success. 2508 * Returns TRUE on success.
2839 */ 2509 */
2840int 2510int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2512{
2843 key_value *
2844 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2845 2514
2846 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2516 {
2848 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2849 { 2518 {
2877 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2878 2547
2879 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2880 2549
2881 if (!add_key) 2550 if (!add_key)
2882 {
2883 return FALSE; 2551 return FALSE;
2884 } 2552
2885 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2889 * should pass in "" 2557 * should pass in ""
2938 } 2606 }
2939 else 2607 else
2940 item = item->env; 2608 item = item->env;
2941} 2609}
2942 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2943// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2944const char * 2639const char *
2945object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2946{ 2641{
2642 char flagdesc[512];
2947 char info2[256 * 3]; 2643 char info2[256 * 4];
2948 char *p = info; 2644 char *p = info;
2949 2645
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2951 count, 2647 count, uuid.seq,
2952 &name, 2648 &name,
2953 title ? " " : "", 2649 title ? "\",title:" : "",
2954 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2955 2652
2956 if (env) 2653 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2655
2959 if (map) 2656 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2658
2962 return info; 2659 return info;
2963} 2660}
2964 2661
2965const char * 2662const char *

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