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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
41 44
42short 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,
43 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
44}; 47};
45short 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,
105 _exit (1); 108 _exit (1);
106 } 109 }
107 110
108 uuid.seq = uid; 111 uuid.seq = uid;
109 write_uuid (); 112 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 114 fclose (fp);
112} 115}
113 116
114UUID 117UUID
115gen_uuid () 118gen_uuid ()
140 * 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
141 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
142 */ 145 */
143 146
144 /* For each field in wants, */ 147 /* For each field in wants, */
145 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)
146 { 149 {
147 key_value *has_field; 150 key_value *has_field;
148 151
149 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
184 * 187 *
185 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
188 * 191 *
189 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
190 * 193 *
191 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
192 * check weight 195 * check weight
193 */ 196 */
194
195bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
196{ 198{
197 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
199 return 0; 205 return 0;
200 206
201 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 210 * used to store nrof).
207 */ 211 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 223
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 226
223 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
253 (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)
254 return 0; 252 return 0;
255 253
256 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 255 * check all objects in the inventory.
258 */ 256 */
261 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 261 return 0;
264 262
265 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 265 return 0;
268 266
269 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 268 * if it is valid.
271 */ 269 */
280 278
281 /* 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
282 * 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
283 * check? 281 * check?
284 */ 282 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 284 return 0;
287 285
288 switch (ob1->type) 286 switch (ob1->type)
289 { 287 {
290 case SCROLL: 288 case SCROLL:
355 op = op->env; 353 op = op->env;
356 return op; 354 return op;
357} 355}
358 356
359/* 357/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 359 * Some error messages.
377 * 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.
378 */ 361 */
379 362
380void 363char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 364dump_object (object *op)
436{ 365{
437 if (op == NULL) 366 if (!op)
438 { 367 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 368
446void 369 object_freezer freezer;
447dump_all_objects (void) 370 save_object (freezer, op, 1);
448{ 371 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 372}
457 373
458/* 374/*
459 * 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
460 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
476} 392}
477 393
478/* 394/*
479 * 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.
480 */ 396 */
481
482object * 397object *
483find_object (tag_t i) 398find_object (tag_t i)
484{ 399{
485 object *op; 400 return ((unsigned int)i) < objects.size ()
486 401 ? objects [i]
487 for (op = object::first; op != NULL; op = op->next) 402 : 0;
488 if (op->count == i)
489 break;
490 return op;
491} 403}
492 404
493/* 405/*
494 * 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.
495 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
497 */ 409 */
498
499object * 410object *
500find_object_name (const char *str) 411find_object_name (const char *str)
501{ 412{
502 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
503 object *op; 414 object *op;
504 415
505 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
506 if (op->name == str_) 417 if (op->name == str_)
507 break; 418 break;
508 419
509 return op; 420 return op;
510} 421}
553 } 464 }
554 465
555 op->key_values = 0; 466 op->key_values = 0;
556} 467}
557 468
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 469/*
610 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
613 * 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,
614 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 475 * will point at garbage.
616 */ 476 */
617void 477void
618copy_object (object *op2, object *op) 478object::copy_to (object *dst)
619{ 479{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 482
623 op2->clone (op); 483 *(object_copy *)dst = *this;
624 484
625 if (is_freed) 485 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
627 if (is_removed) 488 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
629 490
630 if (op2->speed < 0) 491 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 493
633 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
634 if (op2->key_values) 495 if (key_values)
635 { 496 {
636 key_value *tail = 0; 497 key_value *tail = 0;
637 key_value *i; 498 key_value *i;
638 499
639 op->key_values = 0; 500 dst->key_values = 0;
640 501
641 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
642 { 503 {
643 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
644 505
645 new_link->next = 0; 506 new_link->next = 0;
646 new_link->key = i->key; 507 new_link->key = i->key;
647 new_link->value = i->value; 508 new_link->value = i->value;
648 509
649 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
650 if (!op->key_values) 511 if (!dst->key_values)
651 { 512 {
652 op->key_values = new_link; 513 dst->key_values = new_link;
653 tail = new_link; 514 tail = new_link;
654 } 515 }
655 else 516 else
656 { 517 {
657 tail->next = new_link; 518 tail->next = new_link;
658 tail = new_link; 519 tail = new_link;
659 } 520 }
660 } 521 }
661 } 522 }
662 523
663 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
664} 533}
665 534
666/* 535/*
667 * 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
668 * 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
669 * 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.
670 */ 539 */
671
672void 540void
673update_turn_face (object *op) 541update_turn_face (object *op)
674{ 542{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 544 return;
545
677 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
679} 548}
680 549
681/* 550/*
682 * 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
683 * 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.
684 * 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.
685 */ 554 */
686void 555void
687update_ob_speed (object *op) 556object::set_speed (float speed)
688{ 557{
689 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 559 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 561 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 562 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 563
714 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 565
718 if (op->active_next != NULL) 566 if (has_active_speed ())
719 op->active_next->active_prev = op; 567 activate ();
720
721 active_objects = op;
722 }
723 else 568 else
724 { 569 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 570}
748 571
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 572/*
781 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
783 * 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
784 * invisible object, etc...) 576 * invisible object, etc...)
785 * 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
786 * 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
787 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
788 * 580 *
789 * 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.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 582 * current action are:
795 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
797 * 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
798 * 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.
799 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
800 */ 588 */
801
802void 589void
803update_object (object *op, int action) 590update_object (object *op, int action)
804{ 591{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
807 593
808 if (op == NULL) 594 if (op == NULL)
809 { 595 {
810 /* this should never happen */ 596 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 598 return;
813 } 599 }
814 600
815 if (op->env != NULL) 601 if (op->env)
816 { 602 {
817 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
818 * to do in this case. 604 * to do in this case.
819 */ 605 */
820 return; 606 return;
825 */ 611 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 613 return;
828 614
829 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
830 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)
831 { 617 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 619#ifdef MANY_CORES
834 abort (); 620 abort ();
835#endif 621#endif
836 return; 622 return;
837 } 623 }
838 624
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
846 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
847 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* 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
870 * to have move_allow right now. 642 * to have move_allow right now.
871 */ 643 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 646 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 647 }
878 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 650 * that is being removed.
881 */ 651 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 653 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
886 else 656 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 658
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 659 if (op->more)
896 update_object (op->more, action); 660 update_object (op->more, action);
897} 661}
898 662
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 663object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922 664
923object::object () 665object::object ()
924{ 666{
925 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
926 668
933 free_key_values (this); 675 free_key_values (this);
934} 676}
935 677
936void object::link () 678void object::link ()
937{ 679{
938 count = ++ob_count;
939 uuid = gen_uuid (); 680 uuid = gen_uuid ();
940 681
941 prev = 0; 682 refcnt_inc ();
942 next = object::first; 683 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 684}
949 685
950void object::unlink () 686void object::unlink ()
951{ 687{
952 //count = 0;//D 688 objects.erase (this);
953 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
954 691
955 if (this == object::first) 692void
956 object::first = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
957 698
958 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
959 if (prev) prev->next = next; 700 actives.insert (this);
960 if (next) next->prev = prev; 701}
961 702
962 prev = 0; 703void
963 next = 0; 704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
964} 796}
965 797
966object *object::create () 798object *object::create ()
967{ 799{
968 object *op = new object; 800 object *op = new object;
969 op->link (); 801 op->link ();
970 return op; 802 return op;
971} 803}
972 804
973/* 805void
974 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 807{
985 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
986 return; 818 return;
987 819
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
989 remove_friendly_object (this);
990 821
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
992 remove_ob (this);
993 823
994 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
995 851
996 if (more) 852 if (more)
997 { 853 {
998 more->free (free_inventory); 854 more->destroy ();
999 more = 0; 855 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 856 }
1043 857
1044 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
1045 owner = 0; 859 owner = 0;
1046 enemy = 0; 860 enemy = 0;
1047 attacked_by = 0; 861 attacked_by = 0;
862}
1048 863
1049 /* Remove object from the active list */ 864void
1050 speed = 0; 865object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1052 869
1053 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1054 872
1055 mortals.push_back (this); 873 attachable::destroy ();
1056} 874}
1057 875
1058/* 876/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1061 */ 879 */
1062
1063void 880void
1064sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1065{ 882{
1066 while (op != NULL) 883 while (op != NULL)
1067 { 884 {
1071 op->carrying -= weight; 888 op->carrying -= weight;
1072 op = op->env; 889 op = op->env;
1073 } 890 }
1074} 891}
1075 892
1076/* remove_ob(op): 893/* op->remove ():
1077 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 898 * the previous environment.
1082 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1083 */ 900 */
1084
1085void 901void
1086remove_ob (object *op) 902object::remove ()
1087{ 903{
1088 object *tmp, *last = 0; 904 object *tmp, *last = 0;
1089 object *otmp; 905 object *otmp;
1090 906
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 908 return;
1099 909
1100 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1101 912
1102 if (op->more != NULL) 913 if (more)
1103 remove_ob (op->more); 914 more->remove ();
1104 915
1105 /* 916 /*
1106 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1107 * inventory. 918 * inventory.
1108 */ 919 */
1109 if (op->env != NULL) 920 if (env)
1110 { 921 {
1111 if (op->nrof) 922 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1113 else 924 else
1114 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1115 926
1116 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 929 * to save cpu time.
1119 */ 930 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 932 otmp->update_stats ();
1122 933
1123 if (op->above != NULL) 934 if (above)
1124 op->above->below = op->below; 935 above->below = below;
1125 else 936 else
1126 op->env->inv = op->below; 937 env->inv = below;
1127 938
1128 if (op->below != NULL) 939 if (below)
1129 op->below->above = op->above; 940 below->above = above;
1130 941
1131 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1134 */ 945 */
1135 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1136 op->map = op->env->map; 947 map = env->map;
1137 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1138 op->env = NULL; 949 env = 0;
1139 } 950 }
1140 else if (op->map) 951 else if (map)
1141 { 952 {
1142 x = op->x; 953 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 954 {
1156 955 --map->players;
1157 if (op->map != m) 956 map->touch ();
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 957 }
958
959 map->dirty = true;
1164 960
1165 /* link the object above us */ 961 /* link the object above us */
1166 if (op->above) 962 if (above)
1167 op->above->below = op->below; 963 above->below = below;
1168 else 964 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1170 966
1171 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1172 if (op->below) 968 if (below)
1173 op->below->above = op->above; 969 below->above = above;
1174 else 970 else
1175 { 971 {
1176 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1178 * evident 974 * evident
1179 */ 975 */
1180 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1181 { 977 {
1182 dump_object (op); 978 char *dump = dump_object (this);
1183 LOG (llevError, 979 LOG (llevError,
1184 "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); 980 "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);
981 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1187 } 985 }
1188 986
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1190 } 988 }
1191 989
1192 op->above = 0; 990 above = 0;
1193 op->below = 0; 991 below = 0;
1194 992
1195 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1196 return; 994 return;
1197 995
1198 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 997
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 999 {
1203 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1204 * being removed. 1001 * being removed.
1205 */ 1002 */
1206 1003
1207 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1208 { 1005 {
1209 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1211 * appropriately. 1008 * appropriately.
1212 */ 1009 */
1213 if (tmp->container == op) 1010 if (tmp->container == this)
1214 { 1011 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1013 tmp->container = 0;
1217 } 1014 }
1218 1015
1219 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1220 } 1018 }
1221 1019
1222 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1024 {
1225 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1226 1026
1227 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1029 }
1232 1030
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1236 tmp->above = NULL; 1034 tmp->above = 0;
1237 1035
1238 last = tmp; 1036 last = tmp;
1239 } 1037 }
1240 1038
1241 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1041 if (!last)
1243 { 1042 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1043 else
1253 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1254 1045
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1257 } 1048 }
1258} 1049}
1259 1050
1260/* 1051/*
1261 * merge_ob(op,top): 1052 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1270{ 1061{
1271 if (!op->nrof) 1062 if (!op->nrof)
1272 return 0; 1063 return 0;
1273 1064
1274 if (top == NULL) 1065 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1276 1068
1277 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1278 { 1070 {
1279 if (top == op) 1071 if (top == op)
1280 continue; 1072 continue;
1281 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1282 { 1075 {
1283 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1284 1077
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1080 op->destroy ();
1288 free_object (op);
1289 return top; 1081 return top;
1290 } 1082 }
1291 } 1083 }
1292 1084
1293 return 0; 1085 return 0;
1296/* 1088/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1299 */ 1091 */
1300object * 1092object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1094{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1096 {
1310 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1312 } 1099 }
1313 1100
1332 * Return value: 1119 * Return value:
1333 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1122 * just 'op' otherwise
1336 */ 1123 */
1337
1338object * 1124object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1126{
1341 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1128 sint16 x, y;
1343 1129
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1131 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1133 return NULL;
1348 } 1134 }
1349 1135
1350 if (m == NULL) 1136 if (!m)
1351 { 1137 {
1352 dump_object (op); 1138 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1354 return op; 1141 return op;
1355 } 1142 }
1356 1143
1357 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1358 { 1145 {
1359 dump_object (op); 1146 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1148#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1149 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1150 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1151 * improperly inserted.
1365 */ 1152 */
1366 abort (); 1153 abort ();
1367#endif 1154#endif
1155 free (dump);
1368 return op; 1156 return op;
1369 } 1157 }
1370 1158
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1160 {
1373 dump_object (op); 1161 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1375 return op; 1164 return op;
1376 } 1165 }
1377 1166
1378 if (op->more != NULL) 1167 if (op->more)
1379 { 1168 {
1380 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1381 1170
1382 object *more = op->more; 1171 object *more = op->more;
1383 1172
1384 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1385 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1388 */ 1177 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map) 1180 else if (!more->map)
1392 { 1181 {
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1189 {
1401 if (!op->head) 1190 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1192
1404 return NULL; 1193 return 0;
1405 } 1194 }
1406 } 1195 }
1407 1196
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1198
1416 y = op->y; 1205 y = op->y;
1417 1206
1418 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1419 */ 1208 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1423 { 1212 {
1424 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1214 tmp->destroy ();
1426 free_object (tmp);
1427 } 1215 }
1428 1216
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1219
1444 op->below = originator->below; 1232 op->below = originator->below;
1445 1233
1446 if (op->below) 1234 if (op->below)
1447 op->below->above = op; 1235 op->below->above = op;
1448 else 1236 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1450 1238
1451 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1452 originator->below = op; 1240 originator->below = op;
1453 } 1241 }
1454 else 1242 else
1455 { 1243 {
1456 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1246 {
1459 object *last = NULL; 1247 object *last = 0;
1460 1248
1461 /* 1249 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1472 */ 1260 */
1473
1474 while (top != NULL) 1261 while (top)
1475 { 1262 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1264 floor = top;
1478 1265
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1500 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1289 * stacking is a bit odd.
1503 */ 1290 */
1504 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1293 {
1507 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1296 break;
1510 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1320
1534 if (op->above) 1321 if (op->above)
1535 op->above->below = op; 1322 op->above->below = op;
1536 1323
1537 op->below = NULL; 1324 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1539 } 1326 }
1540 else 1327 else
1541 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1542 op->above = top->above; 1329 op->above = top->above;
1543 1330
1546 1333
1547 op->below = top; 1334 op->below = top;
1548 top->above = op; 1335 top->above = op;
1549 } 1336 }
1550 1337
1551 if (op->above == NULL) 1338 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1554 1341
1555 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1556 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1557 1350
1558 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1560 */ 1353 */
1561 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1565 1358
1566 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1366 * of effect may be sufficient.
1574 */ 1367 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1577 1370
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1580 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1581 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1583 * 1378 *
1584 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1382 * update_object().
1589 1384
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1387 {
1593 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1594 return NULL; 1389 return 0;
1595 1390
1596 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1392 * walk on's.
1598 */ 1393 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1601 return NULL; 1396 return 0;
1602 } 1397 }
1603 1398
1604 return op; 1399 return op;
1605} 1400}
1606 1401
1607/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1610 */ 1405 */
1611void 1406void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1408{
1614 object * 1409 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1410
1619 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1620 1412
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1415 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1416
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1418
1632 tmp1->x = op->x; 1419 tmp1->x = op->x;
1633 tmp1->y = op->y; 1420 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1428}
1636 1429
1637/* 1430/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1435 * global static errmsg array.
1643 */ 1436 */
1644
1645object * 1437object *
1646get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1647{ 1439{
1648 object * 1440 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1442
1653 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1654 { 1444 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1446 return NULL;
1657 } 1447 }
1658 1448
1659 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1660 1450
1661 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1662 { 1452 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1453 else if (!is_removed)
1668 { 1454 {
1669 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1477
1692object * 1478object *
1693decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1694{ 1480{
1695 object *tmp; 1481 object *tmp;
1696 player *pl;
1697 1482
1698 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1484 return op;
1700 1485
1701 if (i > op->nrof) 1486 if (i > op->nrof)
1702 i = op->nrof; 1487 i = op->nrof;
1703 1488
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1490 op->nrof -= i;
1706 else if (op->env != NULL) 1491 else if (op->env)
1707 { 1492 {
1708 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1709 * therein? 1494 * therein?
1710 */ 1495 */
1711 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1501 * and then searching the map for a player.
1717 */ 1502 */
1718 if (!tmp) 1503 if (!tmp)
1719 { 1504 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1722 break; 1508 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1509 }
1728 1510
1729 if (i < op->nrof) 1511 if (i < op->nrof)
1730 { 1512 {
1731 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1514 op->nrof -= i;
1733 if (tmp) 1515 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1736 }
1737 } 1517 }
1738 else 1518 else
1739 { 1519 {
1740 remove_ob (op); 1520 op->remove ();
1741 op->nrof = 0; 1521 op->nrof = 0;
1742 if (tmp) 1522 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1524 }
1747 } 1525 }
1748 else 1526 else
1749 { 1527 {
1750 object *above = op->above; 1528 object *above = op->above;
1751 1529
1752 if (i < op->nrof) 1530 if (i < op->nrof)
1753 op->nrof -= i; 1531 op->nrof -= i;
1754 else 1532 else
1755 { 1533 {
1756 remove_ob (op); 1534 op->remove ();
1757 op->nrof = 0; 1535 op->nrof = 0;
1758 } 1536 }
1759 1537
1760 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1763 { 1541 {
1764 if (op->nrof) 1542 if (op->nrof)
1765 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1766 else 1544 else
1770 1548
1771 if (op->nrof) 1549 if (op->nrof)
1772 return op; 1550 return op;
1773 else 1551 else
1774 { 1552 {
1775 free_object (op); 1553 op->destroy ();
1776 return NULL; 1554 return 0;
1777 } 1555 }
1778} 1556}
1779 1557
1780/* 1558/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1571 op->carrying += weight;
1794 op = op->env; 1572 op = op->env;
1795 } 1573 }
1796} 1574}
1797 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1798/* 1596/*
1799 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1800 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1801 * inside the object environment. 1599 * inside the object environment.
1802 * 1600 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1810 */ 1603 */
1811 1604
1812object * 1605object *
1813insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1814{ 1607{
1815 object * 1608 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1609
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1611 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1612
1839 if (op->more) 1613 if (op->more)
1840 { 1614 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1616 return op;
1844 1618
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1621 if (op->nrof)
1848 { 1622 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1851 { 1625 {
1852 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1627 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1857 */ 1631 */
1858 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1861 op = tmp; 1635 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1638 break;
1865 } 1639 }
1866 1640
1867 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1645 * the linking below
1872 */ 1646 */
1873 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1874 } 1648 }
1875 else 1649 else
1876 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1877 1651
1878 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1655 otmp->update_stats ();
1883 }
1884 1656
1885 op->map = NULL; 1657 op->map = 0;
1886 op->env = where; 1658 op->env = this;
1887 op->above = NULL; 1659 op->above = 0;
1888 op->below = NULL; 1660 op->below = 0;
1889 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1890 1662
1891 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1893 { 1665 {
1894#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1899 } 1671 }
1900 1672
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1674 * It sure simplifies this function...
1903 */ 1675 */
1904 if (where->inv == NULL) 1676 if (!inv)
1905 where->inv = op; 1677 inv = op;
1906 else 1678 else
1907 { 1679 {
1908 op->below = where->inv; 1680 op->below = inv;
1909 op->below->above = op; 1681 op->below->above = op;
1910 where->inv = op; 1682 inv = op;
1911 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1912 return op; 1687 return op;
1913} 1688}
1914 1689
1915/* 1690/*
1916 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1930 * 1705 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1708 * on top.
1934 */ 1709 */
1935
1936int 1710int
1937check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1938{ 1712{
1939 object * 1713 object *tmp;
1940 tmp; 1714 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1947 1716
1948 MoveType 1717 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1718
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1720 return 0;
1955
1956 tag = op->count;
1957 1721
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1725
1977 1741
1978 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1980 */ 1744 */
1981 1745
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1747 {
1984 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1750 * we don't need to check all of them.
1987 */ 1751 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1788 {
2025 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2026 1790
2027 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2028 return 1; 1792 return 1;
2029 1793
2030 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2042/* 1806/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2046 */ 1810 */
2047
2048object * 1811object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1813{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2055 { 1815 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1817 return NULL;
2058 } 1818 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1821 if (tmp->arch == at)
2061 return tmp; 1822 return tmp;
1823
2062 return NULL; 1824 return NULL;
2063} 1825}
2064 1826
2065/* 1827/*
2066 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2069 */ 1831 */
2070
2071object * 1832object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2073{ 1834{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2078 { 1836 {
2079 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1838 return NULL;
2081 } 1839 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1842 if (tmp->type == type)
2084 return tmp; 1843 return tmp;
1844
2085 return NULL; 1845 return NULL;
2086} 1846}
2087 1847
2088/* 1848/*
2089 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2092 */ 1852 */
2093
2094object * 1853object *
2095present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2096{ 1855{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1857 if (tmp->type == type)
2102 return tmp; 1858 return tmp;
1859
2103 return NULL; 1860 return NULL;
2104} 1861}
2105 1862
2106/* 1863/*
2107 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1875 * to be unique.
2119 */ 1876 */
2120
2121object * 1877object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1879{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1882 return tmp;
2131 } 1883
2132 return NULL; 1884 return 0;
2133} 1885}
2134 1886
2135/* 1887/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2139 */ 1891 */
2140
2141object * 1892object *
2142present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2143{ 1894{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1896 if (tmp->arch == at)
2149 return tmp; 1897 return tmp;
1898
2150 return NULL; 1899 return NULL;
2151} 1900}
2152 1901
2153/* 1902/*
2154 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2155 */ 1904 */
2156void 1905void
2157flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2158{ 1907{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1908 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1910 {
2165 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2167 } 1913 }
2168} /* 1914}
1915
1916/*
2169 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2170 */ 1918 */
2171void 1919void
2172unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2173{ 1921{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1922 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1924 {
2180 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2182 } 1927 }
2183} 1928}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2190 */ 1935 */
2191
2192void 1936void
2193set_cheat (object *op) 1937set_cheat (object *op)
2194{ 1938{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1962 * customized, changed states, etc.
2219 */ 1963 */
2220
2221int 1964int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1966{
2224 int
2225 i,
2226 index = 0, flag; 1967 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2229 1969
2230 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2231 { 1971 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1973 if (!flag)
2234 altern[index++] = i; 1974 altern [index++] = i;
2235 1975
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2243 */ 1983 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 1985 stop = maxfree[i];
2246 } 1986 }
1987
2247 if (!index) 1988 if (!index)
2248 return -1; 1989 return -1;
1990
2249 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2250} 1992}
2251 1993
2252/* 1994/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 1999 */
2258
2259int 2000int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2002{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2005 return i;
2269 } 2006
2270 return -1; 2007 return -1;
2271} 2008}
2272 2009
2273/* 2010/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2014 */
2277static void 2015static void
2278permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2279{ 2017{
2280 int 2018 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2019 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2020
2291 tmp = arr[i]; 2021 while (--end)
2292 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2023}
2296 2024
2297/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2031 */
2304void 2032void
2305get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2306{ 2034{
2307 int 2035 int i;
2308 i;
2309 2036
2310 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2038 search_arr[i] = i;
2313 }
2314 2039
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2043}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2055 * there is capable of.
2331 */ 2056 */
2332
2333int 2057int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2059{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2339 2061
2340 sint16 nx, ny; 2062 sint16 nx, ny;
2341 object * 2063 object *tmp;
2342 tmp; 2064 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2065
2346 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2347 2067
2348 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2349 { 2069 {
2361 mp = m; 2081 mp = m;
2362 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2364 2084
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2366 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2088 max = maxfree[i];
2369 }
2370 else 2089 else
2371 { 2090 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2373 2094
2374 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2096 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2379 { 2098 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2102 break;
2385 } 2103
2386 }
2387 if (tmp) 2104 if (tmp)
2388 {
2389 return freedir[i]; 2105 return freedir[i];
2390 }
2391 } 2106 }
2392 } 2107 }
2393 } 2108 }
2109
2394 return 0; 2110 return 0;
2395} 2111}
2396 2112
2397/* 2113/*
2398 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2115 * distance between the two given objects.
2400 */ 2116 */
2401
2402int 2117int
2403distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2404{ 2119{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2121}
2411 2122
2412/* 2123/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2416 */ 2127 */
2417
2418int 2128int
2419find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2420{ 2130{
2421 int 2131 int q;
2422 q;
2423 2132
2424 if (y) 2133 if (y)
2425 q = x * 100 / y; 2134 q = x * 100 / y;
2426 else if (x) 2135 else if (x)
2427 q = -300 * x; 2136 q = -300 * x;
2462int 2171int
2463absdir (int d) 2172absdir (int d)
2464{ 2173{
2465 while (d < 1) 2174 while (d < 1)
2466 d += 8; 2175 d += 8;
2176
2467 while (d > 8) 2177 while (d > 8)
2468 d -= 8; 2178 d -= 8;
2179
2469 return d; 2180 return d;
2470} 2181}
2471 2182
2472/* 2183/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2186 */
2476 2187
2477int 2188int
2478dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2479{ 2190{
2480 int 2191 int d;
2481 d;
2482 2192
2483 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2484 if (d > 4) 2194 if (d > 4)
2485 d = 8 - d; 2195 d = 8 - d;
2196
2486 return d; 2197 return d;
2487} 2198}
2488 2199
2489/* peterm: 2200/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2207 * functions.
2497 */ 2208 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2264 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2557 */ 2266 */
2558
2559
2560int 2267int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2269{
2563 sint16 dx, dy; 2270 sint16 dx, dy;
2564 int
2565 mflags; 2271 int mflags;
2566 2272
2567 if (dir < 0) 2273 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2569 2275
2570 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2583 return 0; 2289 return 0;
2584 2290
2585 /* yes, can see. */ 2291 /* yes, can see. */
2586 if (dir < 9) 2292 if (dir < 9)
2587 return 1; 2293 return 1;
2294
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2298}
2591
2592
2593 2299
2594/* 2300/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2317}
2612 2318
2613
2614/* 2319/*
2615 * create clone from object to another 2320 * create clone from object to another
2616 */ 2321 */
2617object * 2322object *
2618object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2619{ 2324{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2326
2623 if (!asrc) 2327 if (!asrc)
2624 return NULL; 2328 return 0;
2329
2625 src = asrc; 2330 src = asrc;
2626 if (src->head) 2331 if (src->head)
2627 src = src->head; 2332 src = src->head;
2628 2333
2629 prev = NULL; 2334 prev = 0;
2630 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2631 { 2336 {
2632 tmp = get_object (); 2337 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2338 tmp->x -= src->x;
2635 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2636 if (!part->head) 2341 if (!part->head)
2637 { 2342 {
2638 dst = tmp; 2343 dst = tmp;
2639 tmp->head = NULL; 2344 tmp->head = 0;
2640 } 2345 }
2641 else 2346 else
2642 {
2643 tmp->head = dst; 2347 tmp->head = dst;
2644 } 2348
2645 tmp->more = NULL; 2349 tmp->more = 0;
2350
2646 if (prev) 2351 if (prev)
2647 prev->more = tmp; 2352 prev->more = tmp;
2353
2648 prev = tmp; 2354 prev = tmp;
2649 } 2355 }
2650 2356
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2359
2657 return dst; 2360 return dst;
2658} 2361}
2659 2362
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2369object *
2682load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2683{ 2371{
2684 object * 2372 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2688 2374
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2376
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2693 2378
2694 if (tempfile == NULL) 2379 if (tempfile == NULL)
2695 { 2380 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2382 return NULL;
2698 } 2383 }
2699 2384
2700 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2386 fclose (tempfile);
2702 2387
2703 op = get_object (); 2388 op = object::create ();
2704 2389
2705 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2706 2391
2707 if (thawer) 2392 if (thawer)
2708 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2403 * returns NULL if no match.
2719 */ 2404 */
2720object * 2405object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2407{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2410 return tmp;
2729 2411
2730 return NULL; 2412 return 0;
2731} 2413}
2732 2414
2733/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2416 * otherwise return NULL.
2735 * 2417 *
2737 * do the desired thing. 2419 * do the desired thing.
2738 */ 2420 */
2739key_value * 2421key_value *
2740get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2741{ 2423{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2425 if (link->key == key)
2748 {
2749 return link; 2426 return link;
2750 }
2751 }
2752 2427
2753 return NULL; 2428 return 0;
2754} 2429}
2755 2430
2756/* 2431/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2433 *
2798 * Returns TRUE on success. 2473 * Returns TRUE on success.
2799 */ 2474 */
2800int 2475int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2477{
2803 key_value *
2804 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2805 2479
2806 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2481 {
2808 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2809 { 2483 {
2837 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2838 2512
2839 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2840 2514
2841 if (!add_key) 2515 if (!add_key)
2842 {
2843 return FALSE; 2516 return FALSE;
2844 } 2517
2845 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2849 * should pass in "" 2522 * should pass in ""
2898 } 2571 }
2899 else 2572 else
2900 item = item->env; 2573 item = item->env;
2901} 2574}
2902 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2903// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2904const char * 2606const char *
2905object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2906{ 2608{
2609 char flagdesc[512];
2907 char info2[256 * 3]; 2610 char info2[256 * 4];
2908 char *p = info; 2611 char *p = info;
2909 2612
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2614 count, uuid.seq,
2912 &name, 2615 &name,
2913 title ? " " : "", 2616 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2915 2619
2916 if (env) 2620 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2622
2919 if (map) 2623 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2625
2922 return info; 2626 return info;
2923} 2627}
2924 2628
2925const char * 2629const char *
2926object::debug_desc () const 2630object::debug_desc () const
2927{ 2631{
2928 static char info[256 * 3]; 2632 static char info[256 * 4];
2929 return debug_desc (info); 2633 return debug_desc (info);
2930} 2634}
2931 2635

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