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Comparing deliantra/server/common/object.C (file contents):
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
188 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if (ob1 == ob2 200 if (ob1 == ob2
198 || ob1->type != ob2->type 201 || ob1->type != ob2->type
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
383{ 365{
384 if (!op) 366 if (!op)
385 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
386 368
387 object_freezer freezer; 369 object_freezer freezer;
388 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
389 return freezer.as_string (); 371 return freezer.as_string ();
390} 372}
391 373
392/* 374/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
410} 392}
411 393
412/* 394/*
413 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
414 */ 396 */
415
416object * 397object *
417find_object (tag_t i) 398find_object (tag_t i)
418{ 399{
419 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
420 if (op->count == i) 401 ? objects [i]
421 return op; 402 : 0;
422
423 return 0;
424} 403}
425 404
426/* 405/*
427 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
430 */ 409 */
431
432object * 410object *
433find_object_name (const char *str) 411find_object_name (const char *str)
434{ 412{
435 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
436 object *op; 414 object *op;
437 415
438 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
439 if (op->name == str_) 417 if (op->name == str_)
440 break; 418 break;
441 419
442 return op; 420 return op;
443} 421}
486 } 464 }
487 465
488 op->key_values = 0; 466 op->key_values = 0;
489} 467}
490 468
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/* 469/*
534 * copy_to first frees everything allocated by the dst object, 470 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 471 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
543{ 479{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546 482
547 *(object_copy *)dst = *this; 483 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552 484
553 if (is_freed) 485 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
555 487
556 if (is_removed) 488 if (is_removed)
587 tail = new_link; 519 tail = new_link;
588 } 520 }
589 } 521 }
590 } 522 }
591 523
592 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
593} 525}
594 526
595object * 527object *
596object::clone () 528object::clone ()
597{ 529{
603/* 535/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
607 */ 539 */
608
609void 540void
610update_turn_face (object *op) 541update_turn_face (object *op)
611{ 542{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 544 return;
545
614 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
616} 548}
617 549
618/* 550/*
619 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
622 */ 554 */
623void 555void
624update_ob_speed (object *op) 556object::set_speed (float speed)
625{ 557{
626 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 559 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 561 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 562 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 563
651 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 565
655 if (op->active_next != NULL) 566 if (has_active_speed ())
656 op->active_next->active_prev = op; 567 activate ();
657
658 active_objects = op;
659 }
660 else 568 else
661 { 569 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 570}
685 571
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 572/*
718 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 576 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
725 * 580 *
726 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 582 * current action are:
732 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
737 */ 588 */
738
739void 589void
740update_object (object *op, int action) 590update_object (object *op, int action)
741{ 591{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
744 593
745 if (op == NULL) 594 if (op == NULL)
746 { 595 {
747 /* this should never happen */ 596 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 598 return;
750 } 599 }
751 600
752 if (op->env != NULL) 601 if (op->env)
753 { 602 {
754 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
755 * to do in this case. 604 * to do in this case.
756 */ 605 */
757 return; 606 return;
762 */ 611 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 613 return;
765 614
766 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 617 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 619#ifdef MANY_CORES
771 abort (); 620 abort ();
772#endif 621#endif
773 return; 622 return;
774 } 623 }
775 624
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
783 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
784 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 642 * to have move_allow right now.
808 */ 643 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 646 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 647 }
815
816 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 650 * that is being removed.
819 */ 651 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 653 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
824 else 656 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 658
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 659 if (op->more)
834 update_object (op->more, action); 660 update_object (op->more, action);
835} 661}
836 662
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first; 663object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852 664
853object::object () 665object::object ()
854{ 666{
855 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
856 668
863 free_key_values (this); 675 free_key_values (this);
864} 676}
865 677
866void object::link () 678void object::link ()
867{ 679{
868 count = ++ob_count;
869 uuid = gen_uuid (); 680 uuid = gen_uuid ();
870 681
871 prev = 0; 682 objects.insert (this);
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 683}
879 684
880void object::unlink () 685void object::unlink ()
881{ 686{
882 if (this == object::first) 687 objects.erase (this);
883 object::first = next; 688}
884 689
885 /* Remove this object from the list of used objects */ 690void
886 if (prev) prev->next = next; 691object::activate ()
887 if (next) next->prev = prev; 692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
888 696
889 prev = 0; 697 if (has_active_speed ())
890 next = 0; 698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
891} 793}
892 794
893object *object::create () 795object *object::create ()
894{ 796{
895 object *op = new object; 797 object *op = new object;
896 op->link (); 798 op->link ();
897 return op; 799 return op;
898} 800}
899 801
900/* 802void
901 * free_object() frees everything allocated by an object, removes 803object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 804{
912 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
913 return; 815 return;
914 816
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
916 remove_friendly_object (this);
917 818
918 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
919 remove ();
920 820
921 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
922 822
923 if (more) 823 destroy_inv (true);
924 { 824 unlink ();
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 825
971 // hack to ensure that freed objects still have a valid map 826 // hack to ensure that freed objects still have a valid map
972 { 827 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 828 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 829
978 833
979 freed_map->name = "/internal/freed_objects_map"; 834 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 835 freed_map->width = 3;
981 freed_map->height = 3; 836 freed_map->height = 3;
982 837
983 freed_map->allocate (); 838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
984 } 840 }
985 841
986 map = freed_map; 842 map = freed_map;
987 x = 1; 843 x = 1;
988 y = 1; 844 y = 1;
989 } 845 }
990 846
847 head = 0;
848
849 if (more)
850 {
851 more->destroy ();
852 more = 0;
853 }
854
991 // clear those pointers that likely might have circular references to us 855 // clear those pointers that likely might have circular references to us
992 owner = 0; 856 owner = 0;
993 enemy = 0; 857 enemy = 0;
994 attacked_by = 0; 858 attacked_by = 0;
859}
995 860
996 // only relevant for players(?), but make sure of it anyways 861void
997 contr = 0; 862object::destroy (bool destroy_inventory)
863{
864 if (destroyed ())
865 return;
998 866
999 /* Remove object from the active list */ 867 if (destroy_inventory)
1000 speed = 0; 868 destroy_inv (false);
1001 update_ob_speed (this);
1002 869
1003 unlink (); 870 attachable::destroy ();
1004
1005 mortals.push_back (this);
1006} 871}
1007 872
1008/* 873/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1034object::remove () 899object::remove ()
1035{ 900{
1036 object *tmp, *last = 0; 901 object *tmp, *last = 0;
1037 object *otmp; 902 object *otmp;
1038 903
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 905 return;
1043 906
1044 SET_FLAG (this, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1045 909
1046 if (more) 910 if (more)
1047 more->remove (); 911 more->remove ();
1048 912
1049 /* 913 /*
1059 923
1060 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 926 * to save cpu time.
1063 */ 927 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 929 otmp->update_stats ();
1066 930
1067 if (above != NULL) 931 if (above)
1068 above->below = below; 932 above->below = below;
1069 else 933 else
1070 env->inv = below; 934 env->inv = below;
1071 935
1072 if (below != NULL) 936 if (below)
1073 below->above = above; 937 below->above = above;
1074 938
1075 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1081 above = 0, below = 0; 945 above = 0, below = 0;
1082 env = 0; 946 env = 0;
1083 } 947 }
1084 else if (map) 948 else if (map)
1085 { 949 {
1086 /* Re did the following section of code - it looks like it had 950 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
1089 957
1090 /* link the object above us */ 958 /* link the object above us */
1091 if (above) 959 if (above)
1092 above->below = below; 960 above->below = below;
1093 else 961 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1095 963
1096 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1097 if (below) 965 if (below)
1098 below->above = above; 966 below->above = above;
1099 else 967 else
1111 dump = dump_object (GET_MAP_OB (map, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump); 980 LOG (llevError, "%s\n", dump);
1113 free (dump); 981 free (dump);
1114 } 982 }
1115 983
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1117 } 985 }
1118 986
1119 above = 0; 987 above = 0;
1120 below = 0; 988 below = 0;
1121 989
1122 if (map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1123 return; 991 return;
1124 992
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 994
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1128 { 996 {
1129 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1130 * being removed. 998 * being removed.
1131 */ 999 */
1132 1000
1136 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1137 * appropriately. 1005 * appropriately.
1138 */ 1006 */
1139 if (tmp->container == this) 1007 if (tmp->container == this)
1140 { 1008 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1010 tmp->container = 0;
1143 } 1011 }
1144 1012
1145 tmp->contr->socket->update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1146 } 1015 }
1147 1016
1148 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1149 if (check_walk_off 1018 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1019 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1021 {
1153 move_apply (tmp, this, 0); 1022 move_apply (tmp, this, 0);
1155 if (destroyed ()) 1024 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1026 }
1158 1027
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1162 tmp->above = 0; 1031 tmp->above = 0;
1163 1032
1164 last = tmp; 1033 last = tmp;
1165 } 1034 }
1166 1035
1167 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1038 if (!last)
1169 { 1039 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1040 else
1179 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1180 1042
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1044 update_all_los (map, x, y);
1183 } 1045 }
1184} 1046}
1185 1047
1186/* 1048/*
1195merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1196{ 1058{
1197 if (!op->nrof) 1059 if (!op->nrof)
1198 return 0; 1060 return 0;
1199 1061
1200 if (top == NULL) 1062 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1202 1065
1203 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1204 { 1067 {
1205 if (top == op) 1068 if (top == op)
1206 continue; 1069 continue;
1207 1070
1208 if (object::can_merge (op, top)) 1071 if (object::can_merge (op, top))
1224 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1225 */ 1088 */
1226object * 1089object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1091{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1093 {
1236 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1237 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1238 } 1096 }
1239 1097
1258 * Return value: 1116 * Return value:
1259 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1119 * just 'op' otherwise
1262 */ 1120 */
1263
1264object * 1121object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1123{
1267 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1268 sint16 x, y; 1125 sint16 x, y;
1271 { 1128 {
1272 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL; 1130 return NULL;
1274 } 1131 }
1275 1132
1276 if (m == NULL) 1133 if (!m)
1277 { 1134 {
1278 char *dump = dump_object (op); 1135 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump); 1137 free (dump);
1281 return op; 1138 return op;
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump); 1160 free (dump);
1304 return op; 1161 return op;
1305 } 1162 }
1306 1163
1307 if (op->more != NULL) 1164 if (op->more)
1308 { 1165 {
1309 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1310 1167
1311 object *more = op->more; 1168 object *more = op->more;
1312 1169
1313 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1314 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1317 */ 1174 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map) 1177 else if (!more->map)
1321 { 1178 {
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 { 1186 {
1330 if (!op->head) 1187 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332 1189
1333 return NULL; 1190 return 0;
1334 } 1191 }
1335 } 1192 }
1336 1193
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1195
1345 y = op->y; 1202 y = op->y;
1346 1203
1347 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1348 */ 1205 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1208 if (object::can_merge (op, tmp))
1352 { 1209 {
1353 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1211 tmp->destroy ();
1355 } 1212 }
1372 op->below = originator->below; 1229 op->below = originator->below;
1373 1230
1374 if (op->below) 1231 if (op->below)
1375 op->below->above = op; 1232 op->below->above = op;
1376 else 1233 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1378 1235
1379 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1380 originator->below = op; 1237 originator->below = op;
1381 } 1238 }
1382 else 1239 else
1383 { 1240 {
1384 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 { 1243 {
1387 object *last = NULL; 1244 object *last = 0;
1388 1245
1389 /* 1246 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1400 */ 1257 */
1401
1402 while (top != NULL) 1258 while (top)
1403 { 1259 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1261 floor = top;
1406 1262
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1428 * If INS_ON_TOP is used, don't do this processing 1284 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1286 * stacking is a bit odd.
1431 */ 1287 */
1432 if (!(flag & INS_ON_TOP) && 1288 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 { 1290 {
1435 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1293 break;
1438 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461 1317
1462 if (op->above) 1318 if (op->above)
1463 op->above->below = op; 1319 op->above->below = op;
1464 1320
1465 op->below = NULL; 1321 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1467 } 1323 }
1468 else 1324 else
1469 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1470 op->above = top->above; 1326 op->above = top->above;
1471 1327
1474 1330
1475 op->below = top; 1331 op->below = top;
1476 top->above = op; 1332 top->above = op;
1477 } 1333 }
1478 1334
1479 if (op->above == NULL) 1335 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1482 1338
1483 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1484 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1485 1347
1486 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1488 */ 1350 */
1489 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1491 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1492 tmp->contr->socket->update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1493 1355
1494 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1363 * of effect may be sufficient.
1502 */ 1364 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1505 1367
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1508 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1509 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1511 * 1375 *
1512 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1379 * update_object().
1517 1381
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 { 1384 {
1521 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1522 return NULL; 1386 return 0;
1523 1387
1524 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1389 * walk on's.
1526 */ 1390 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1529 return NULL; 1393 return 0;
1530 } 1394 }
1531 1395
1532 return op; 1396 return op;
1533} 1397}
1534 1398
1535/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1538 */ 1402 */
1539void 1403void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1405{
1542 object * 1406 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1407
1547 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1548 1409
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1551 tmp->destroy (); 1412 tmp->destroy ();
1552 1413
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1554 1415
1555 tmp1->x = op->x; 1416 tmp1->x = op->x;
1556 tmp1->y = op->y; 1417 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1558} 1425}
1559 1426
1560/* 1427/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array. 1432 * global static errmsg array.
1566 */ 1433 */
1567
1568object * 1434object *
1569get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1570{ 1436{
1571 object *newob; 1437 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1608 1474
1609object * 1475object *
1610decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1611{ 1477{
1612 object *tmp; 1478 object *tmp;
1613 player *pl;
1614 1479
1615 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1481 return op;
1617 1482
1618 if (i > op->nrof) 1483 if (i > op->nrof)
1619 i = op->nrof; 1484 i = op->nrof;
1620 1485
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1487 op->nrof -= i;
1623 else if (op->env != NULL) 1488 else if (op->env)
1624 { 1489 {
1625 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1626 * therein? 1491 * therein?
1627 */ 1492 */
1628 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1498 * and then searching the map for a player.
1634 */ 1499 */
1635 if (!tmp) 1500 if (!tmp)
1636 { 1501 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1639 break; 1505 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1506 }
1645 1507
1646 if (i < op->nrof) 1508 if (i < op->nrof)
1647 { 1509 {
1648 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1511 op->nrof -= i;
1650 if (tmp) 1512 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1653 }
1654 } 1514 }
1655 else 1515 else
1656 { 1516 {
1657 op->remove (); 1517 op->remove ();
1658 op->nrof = 0; 1518 op->nrof = 0;
1659 if (tmp) 1519 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1521 }
1664 } 1522 }
1665 else 1523 else
1666 { 1524 {
1667 object *above = op->above; 1525 object *above = op->above;
1673 op->remove (); 1531 op->remove ();
1674 op->nrof = 0; 1532 op->nrof = 0;
1675 } 1533 }
1676 1534
1677 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1680 { 1538 {
1681 if (op->nrof) 1539 if (op->nrof)
1682 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1683 else 1541 else
1688 if (op->nrof) 1546 if (op->nrof)
1689 return op; 1547 return op;
1690 else 1548 else
1691 { 1549 {
1692 op->destroy (); 1550 op->destroy ();
1693 return NULL; 1551 return 0;
1694 } 1552 }
1695} 1553}
1696 1554
1697/* 1555/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1787 } 1645 }
1788 else 1646 else
1789 add_weight (this, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1790 1648
1791 otmp = is_player_inv (this); 1649 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1650 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1652 otmp->update_stats ();
1795 1653
1796 op->map = NULL; 1654 op->map = 0;
1797 op->env = this; 1655 op->env = this;
1798 op->above = NULL; 1656 op->above = 0;
1799 op->below = NULL; 1657 op->below = 0;
1800 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1801 1659
1802 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1661 if ((op->glow_radius != 0) && map)
1804 { 1662 {
1805#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1666 if (map->darkness)
1809 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1810 } 1668 }
1811 1669
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1671 * It sure simplifies this function...
1818 { 1676 {
1819 op->below = inv; 1677 op->below = inv;
1820 op->below->above = op; 1678 op->below->above = op;
1821 inv = op; 1679 inv = op;
1822 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1823 1683
1824 return op; 1684 return op;
1825} 1685}
1826 1686
1827/* 1687/*
1842 * 1702 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1705 * on top.
1846 */ 1706 */
1847
1848int 1707int
1849check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1850{ 1709{
1851 object *tmp; 1710 object *tmp;
1852 maptile *m = op->map; 1711 maptile *m = op->map;
1879 1738
1880 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1882 */ 1741 */
1883 1742
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1744 {
1886 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1747 * we don't need to check all of them.
1889 */ 1748 */
1944/* 1803/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1948 */ 1807 */
1949
1950object * 1808object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1810{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
1957 { 1812 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1814 return NULL;
1960 } 1815 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1962 if (tmp->arch == at) 1818 if (tmp->arch == at)
1963 return tmp; 1819 return tmp;
1820
1964 return NULL; 1821 return NULL;
1965} 1822}
1966 1823
1967/* 1824/*
1968 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1971 */ 1828 */
1972
1973object * 1829object *
1974present (unsigned char type, maptile *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
1975{ 1831{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
1980 { 1833 {
1981 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1835 return NULL;
1983 } 1836 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1839 if (tmp->type == type)
1986 return tmp; 1840 return tmp;
1841
1987 return NULL; 1842 return NULL;
1988} 1843}
1989 1844
1990/* 1845/*
1991 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1994 */ 1849 */
1995
1996object * 1850object *
1997present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
1998{ 1852{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1854 if (tmp->type == type)
2004 return tmp; 1855 return tmp;
1856
2005 return NULL; 1857 return NULL;
2006} 1858}
2007 1859
2008/* 1860/*
2009 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1872 * to be unique.
2021 */ 1873 */
2022
2023object * 1874object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1876{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1879 return tmp;
2033 } 1880
2034 return NULL; 1881 return 0;
2035} 1882}
2036 1883
2037/* 1884/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2041 */ 1888 */
2042
2043object * 1889object *
2044present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2045{ 1891{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1893 if (tmp->arch == at)
2051 return tmp; 1894 return tmp;
1895
2052 return NULL; 1896 return NULL;
2053} 1897}
2054 1898
2055/* 1899/*
2056 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2057 */ 1901 */
2058void 1902void
2059flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2060{ 1904{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1905 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1907 {
2067 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2069 } 1910 }
2070} /* 1911}
1912
1913/*
2071 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2072 */ 1915 */
2073void 1916void
2074unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2075{ 1918{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1919 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 1921 {
2082 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2084 } 1924 }
2085} 1925}
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
2092 */ 1932 */
2093
2094void 1933void
2095set_cheat (object *op) 1934set_cheat (object *op)
2096{ 1935{
2097 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1959 * customized, changed states, etc.
2121 */ 1960 */
2122
2123int 1961int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 1963{
2126 int
2127 i,
2128 index = 0, flag; 1964 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2131 1966
2132 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2133 { 1968 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag) 1970 if (!flag)
2136 altern[index++] = i; 1971 altern [index++] = i;
2137 1972
2138 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2145 */ 1980 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 1982 stop = maxfree[i];
2148 } 1983 }
1984
2149 if (!index) 1985 if (!index)
2150 return -1; 1986 return -1;
1987
2151 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2152} 1989}
2153 1990
2154/* 1991/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 1996 */
2160
2161int 1997int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 1999{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2002 return i;
2171 } 2003
2172 return -1; 2004 return -1;
2173} 2005}
2174 2006
2175/* 2007/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2011 */
2179static void 2012static void
2180permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2181{ 2014{
2182 int 2015 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2016 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2017
2193 tmp = arr[i]; 2018 while (--end)
2194 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2020}
2198 2021
2199/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2028 */
2206void 2029void
2207get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2208{ 2031{
2209 int 2032 int i;
2210 i;
2211 2033
2212 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2035 search_arr[i] = i;
2215 }
2216 2036
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2040}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2052 * there is capable of.
2233 */ 2053 */
2234
2235int 2054int
2236find_dir (maptile *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2056{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2241 2058
2242 sint16 nx, ny; 2059 sint16 nx, ny;
2243 object * 2060 object *tmp;
2244 tmp;
2245 maptile * 2061 maptile *mp;
2246 mp;
2247 2062
2248 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2249 2064
2250 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2251 { 2066 {
2263 mp = m; 2078 mp = m;
2264 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2266 2081
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2268 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2085 max = maxfree[i];
2271 }
2272 else 2086 else
2273 { 2087 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2275 2091
2276 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2093 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2281 { 2095 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2099 break;
2287 } 2100
2288 }
2289 if (tmp) 2101 if (tmp)
2290 {
2291 return freedir[i]; 2102 return freedir[i];
2292 }
2293 } 2103 }
2294 } 2104 }
2295 } 2105 }
2106
2296 return 0; 2107 return 0;
2297} 2108}
2298 2109
2299/* 2110/*
2300 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2112 * distance between the two given objects.
2302 */ 2113 */
2303
2304int 2114int
2305distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2306{ 2116{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2118}
2313 2119
2314/* 2120/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2318 */ 2124 */
2319
2320int 2125int
2321find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2322{ 2127{
2323 int 2128 int q;
2324 q;
2325 2129
2326 if (y) 2130 if (y)
2327 q = x * 100 / y; 2131 q = x * 100 / y;
2328 else if (x) 2132 else if (x)
2329 q = -300 * x; 2133 q = -300 * x;
2364int 2168int
2365absdir (int d) 2169absdir (int d)
2366{ 2170{
2367 while (d < 1) 2171 while (d < 1)
2368 d += 8; 2172 d += 8;
2173
2369 while (d > 8) 2174 while (d > 8)
2370 d -= 8; 2175 d -= 8;
2176
2371 return d; 2177 return d;
2372} 2178}
2373 2179
2374/* 2180/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2377 */ 2183 */
2378 2184
2379int 2185int
2380dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2381{ 2187{
2382 int 2188 int d;
2383 d;
2384 2189
2385 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2386 if (d > 4) 2191 if (d > 4)
2387 d = 8 - d; 2192 d = 8 - d;
2193
2388 return d; 2194 return d;
2389} 2195}
2390 2196
2391/* peterm: 2197/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2204 * functions.
2399 */ 2205 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2261 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2459 */ 2263 */
2460
2461
2462int 2264int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2266{
2465 sint16 dx, dy; 2267 sint16 dx, dy;
2466 int
2467 mflags; 2268 int mflags;
2468 2269
2469 if (dir < 0) 2270 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2471 2272
2472 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2485 return 0; 2286 return 0;
2486 2287
2487 /* yes, can see. */ 2288 /* yes, can see. */
2488 if (dir < 9) 2289 if (dir < 9)
2489 return 1; 2290 return 1;
2291
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2295}
2493
2494
2495 2296
2496/* 2297/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2314}
2514 2315
2515
2516/* 2316/*
2517 * create clone from object to another 2317 * create clone from object to another
2518 */ 2318 */
2519object * 2319object *
2520object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2539 { 2339 {
2540 dst = tmp; 2340 dst = tmp;
2541 tmp->head = 0; 2341 tmp->head = 0;
2542 } 2342 }
2543 else 2343 else
2544 {
2545 tmp->head = dst; 2344 tmp->head = dst;
2546 }
2547 2345
2548 tmp->more = 0; 2346 tmp->more = 0;
2549 2347
2550 if (prev) 2348 if (prev)
2551 prev->more = tmp; 2349 prev->more = tmp;
2563/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2568
2569object * 2366object *
2570load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2571{ 2368{
2572 object *op; 2369 object *op;
2573 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2603 * returns NULL if no match. 2400 * returns NULL if no match.
2604 */ 2401 */
2605object * 2402object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2404{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2407 return tmp;
2613 2408
2614 return NULL; 2409 return 0;
2615} 2410}
2616 2411
2617/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2413 * otherwise return NULL.
2619 * 2414 *
2621 * do the desired thing. 2416 * do the desired thing.
2622 */ 2417 */
2623key_value * 2418key_value *
2624get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2625{ 2420{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2422 if (link->key == key)
2630 return link; 2423 return link;
2631 2424
2632 return NULL; 2425 return 0;
2633} 2426}
2634 2427
2635/* 2428/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2430 *
2677 * Returns TRUE on success. 2470 * Returns TRUE on success.
2678 */ 2471 */
2679int 2472int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2474{
2682 key_value *
2683 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2684 2476
2685 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2478 {
2687 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2688 { 2480 {
2716 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2717 2509
2718 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2719 2511
2720 if (!add_key) 2512 if (!add_key)
2721 {
2722 return FALSE; 2513 return FALSE;
2723 } 2514
2724 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2728 * should pass in "" 2519 * should pass in ""
2777 } 2568 }
2778 else 2569 else
2779 item = item->env; 2570 item = item->env;
2780} 2571}
2781 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2782// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2783const char * 2603const char *
2784object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2785{ 2605{
2606 char flagdesc[512];
2786 char info2[256 * 3]; 2607 char info2[256 * 4];
2787 char *p = info; 2608 char *p = info;
2788 2609
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2790 count, 2611 count, uuid.seq,
2791 &name, 2612 &name,
2792 title ? " " : "", 2613 title ? "\",title:" : "",
2793 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2794 2616
2795 if (env) 2617 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2619
2798 if (map) 2620 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2622
2801 return info; 2623 return info;
2802} 2624}
2803 2625
2804const char * 2626const char *
2805object::debug_desc () const 2627object::debug_desc () const
2806{ 2628{
2807 static char info[256 * 3]; 2629 static char info[256 * 4];
2808 return debug_desc (info); 2630 return debug_desc (info);
2809} 2631}
2810 2632

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