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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 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 401 if (op->count == i)
489 break;
490 return op; 402 return op;
403
404 return 0;
491} 405}
492 406
493/* 407/*
494 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
497 */ 411 */
498
499object * 412object *
500find_object_name (const char *str) 413find_object_name (const char *str)
501{ 414{
502 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
503 object *op; 416 object *op;
504 417
505 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
506 if (op->name == str_) 419 if (op->name == str_)
507 break; 420 break;
508 421
509 return op; 422 return op;
510} 423}
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
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/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
664} 535}
665 536
666/* 537/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 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 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 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} 572}
748 573
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/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
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: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
845 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
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) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897} 663}
898 664
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 665object *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}
922 666
923object::object () 667object::object ()
924{ 668{
925 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
926 670
931object::~object () 675object::~object ()
932{ 676{
933 free_key_values (this); 677 free_key_values (this);
934} 678}
935 679
680static int object_count;
681
936void object::link () 682void object::link ()
937{ 683{
938 count = ++ob_count; 684 assert (!index);//D
939 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
940 687
941 prev = 0; 688 refcnt_inc ();
942 next = object::first; 689 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 690}
949 691
950void object::unlink () 692void object::unlink ()
951{ 693{
952 //count = 0;//D 694 assert (index);//D
953 if (!prev && !next) return;//D 695 objects.erase (this);
696 refcnt_dec ();
697}
954 698
955 if (this == object::first) 699void
956 object::first = next; 700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
957 705
958 /* Remove this object from the list of used objects */ 706 if (has_active_speed ())
959 if (prev) prev->next = next; 707 actives.insert (this);
960 if (next) next->prev = prev; 708}
961 709
962 prev = 0; 710void
963 next = 0; 711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
750 {
751 op->flag [flag] = value;
752 op->set_flag_inv (flag, value);
753 }
754}
755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
964} 803}
965 804
966object *object::create () 805object *object::create ()
967{ 806{
968 object *op = new object; 807 object *op = new object;
969 op->link (); 808 op->link ();
970 return op; 809 return op;
971} 810}
972 811
973/* 812void
974 * free_object() frees everything allocated by an object, removes 813object::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{ 814{
985 if (QUERY_FLAG (this, FLAG_FREED)) 815 attachable::do_destroy ();
986 return;
987 816
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
989 remove_friendly_object (this); 821 remove_friendly_object (this);
990 822
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 823 if (!flag [FLAG_REMOVED])
992 remove_ob (this); 824 remove ();
993 825
994 SET_FLAG (this, FLAG_FREED); 826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
995 855
996 if (more) 856 if (more)
997 { 857 {
998 more->free (free_inventory); 858 more->destroy ();
999 more = 0; 859 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 } 860 }
1043 861
1044 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
1045 owner = 0; 863 owner = 0;
1046 enemy = 0; 864 enemy = 0;
1047 attacked_by = 0; 865 attacked_by = 0;
866}
1048 867
1049 /* Remove object from the active list */ 868void
1050 speed = 0; 869object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 870{
871 if (destroyed ())
872 return;
1052 873
1053 unlink (); 874 if (destroy_inventory)
875 destroy_inv (false);
1054 876
1055 mortals.push_back (this); 877 attachable::destroy ();
1056} 878}
1057 879
1058/* 880/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1061 */ 883 */
1062
1063void 884void
1064sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1065{ 886{
1066 while (op != NULL) 887 while (op != NULL)
1067 { 888 {
1071 op->carrying -= weight; 892 op->carrying -= weight;
1072 op = op->env; 893 op = op->env;
1073 } 894 }
1074} 895}
1075 896
1076/* remove_ob(op): 897/* op->remove ():
1077 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 902 * the previous environment.
1082 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1083 */ 904 */
1084
1085void 905void
1086remove_ob (object *op) 906object::remove ()
1087{ 907{
1088 object *tmp, *last = 0; 908 object *tmp, *last = 0;
1089 object *otmp; 909 object *otmp;
1090 910
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)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 912 return;
1099 913
1100 SET_FLAG (op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1101 916
1102 if (op->more != NULL) 917 if (more)
1103 remove_ob (op->more); 918 more->remove ();
1104 919
1105 /* 920 /*
1106 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1107 * inventory. 922 * inventory.
1108 */ 923 */
1109 if (op->env != NULL) 924 if (env)
1110 { 925 {
1111 if (op->nrof) 926 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1113 else 928 else
1114 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1115 930
1116 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 933 * to save cpu time.
1119 */ 934 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 936 otmp->update_stats ();
1122 937
1123 if (op->above != NULL) 938 if (above)
1124 op->above->below = op->below; 939 above->below = below;
1125 else 940 else
1126 op->env->inv = op->below; 941 env->inv = below;
1127 942
1128 if (op->below != NULL) 943 if (below)
1129 op->below->above = op->above; 944 below->above = above;
1130 945
1131 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1134 */ 949 */
1135 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1136 op->map = op->env->map; 951 map = env->map;
1137 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1138 op->env = NULL; 953 env = 0;
1139 } 954 }
1140 else if (op->map) 955 else if (map)
1141 { 956 {
1142 x = op->x; 957 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 } 958 {
1156 959 --map->players;
1157 if (op->map != m) 960 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 */ 961 }
962
963 map->dirty = true;
1164 964
1165 /* link the object above us */ 965 /* link the object above us */
1166 if (op->above) 966 if (above)
1167 op->above->below = op->below; 967 above->below = below;
1168 else 968 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1170 970
1171 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1172 if (op->below) 972 if (below)
1173 op->below->above = op->above; 973 below->above = above;
1174 else 974 else
1175 { 975 {
1176 /* Nothing below, which means we need to relink map object for this space 976 /* 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 977 * use translated coordinates in case some oddness with map tiling is
1178 * evident 978 * evident
1179 */ 979 */
1180 if (GET_MAP_OB (m, x, y) != op) 980 if (GET_MAP_OB (map, x, y) != this)
1181 { 981 {
1182 dump_object (op); 982 char *dump = dump_object (this);
1183 LOG (llevError, 983 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); 984 "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);
985 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 986 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 987 LOG (llevError, "%s\n", dump);
988 free (dump);
1187 } 989 }
1188 990
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 991 map->at (x, y).bot = above; /* goes on above it. */
1190 } 992 }
1191 993
1192 op->above = 0; 994 above = 0;
1193 op->below = 0; 995 below = 0;
1194 996
1195 if (op->map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1196 return; 998 return;
1197 999
1198 tag = op->count; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1001
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 1003 {
1203 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1204 * being removed. 1005 * being removed.
1205 */ 1006 */
1206 1007
1207 if (tmp->type == PLAYER && tmp != op) 1008 if (tmp->type == PLAYER && tmp != this)
1208 { 1009 {
1209 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1211 * appropriately. 1012 * appropriately.
1212 */ 1013 */
1213 if (tmp->container == op) 1014 if (tmp->container == this)
1214 { 1015 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1016 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1017 tmp->container = 0;
1217 } 1018 }
1218 1019
1219 tmp->contr->socket.update_look = 1; 1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1220 } 1022 }
1221 1023
1222 /* See if player moving off should effect something */ 1024 /* 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)) 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1028 {
1225 move_apply (tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1226 1030
1227 if (was_destroyed (op, tag)) 1031 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1033 }
1232 1034
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1236 tmp->above = NULL; 1038 tmp->above = 0;
1237 1039
1238 last = tmp; 1040 last = tmp;
1239 } 1041 }
1240 1042
1241 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1045 if (!last)
1243 { 1046 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 1047 else
1253 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1254 1049
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1257 } 1052 }
1258} 1053}
1259 1054
1260/* 1055/*
1261 * merge_ob(op,top): 1056 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1270{ 1065{
1271 if (!op->nrof) 1066 if (!op->nrof)
1272 return 0; 1067 return 0;
1273 1068
1274 if (top == NULL) 1069 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1276 1072
1277 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1278 { 1074 {
1279 if (top == op) 1075 if (top == op)
1280 continue; 1076 continue;
1281 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1282 { 1079 {
1283 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1284 1081
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1084 op->destroy ();
1288 free_object (op);
1289 return top; 1085 return top;
1290 } 1086 }
1291 } 1087 }
1292 1088
1293 return 0; 1089 return 0;
1296/* 1092/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1299 */ 1095 */
1300object * 1096object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1098{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1100 {
1310 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1312 } 1103 }
1313 1104
1332 * Return value: 1123 * Return value:
1333 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1126 * just 'op' otherwise
1336 */ 1127 */
1337
1338object * 1128object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1130{
1341 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1132 sint16 x, y;
1343 1133
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1135 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1137 return NULL;
1348 } 1138 }
1349 1139
1350 if (m == NULL) 1140 if (!m)
1351 { 1141 {
1352 dump_object (op); 1142 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1354 return op; 1145 return op;
1355 } 1146 }
1356 1147
1357 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1358 { 1149 {
1359 dump_object (op); 1150 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1152#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1155 * improperly inserted.
1365 */ 1156 */
1366 abort (); 1157 abort ();
1367#endif 1158#endif
1159 free (dump);
1368 return op; 1160 return op;
1369 } 1161 }
1370 1162
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1164 {
1373 dump_object (op); 1165 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1375 return op; 1168 return op;
1376 } 1169 }
1377 1170
1378 if (op->more != NULL) 1171 if (op->more)
1379 { 1172 {
1380 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1381 1174
1382 object *more = op->more; 1175 object *more = op->more;
1383 1176
1384 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1385 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1388 */ 1181 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map) 1184 else if (!more->map)
1392 { 1185 {
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1193 {
1401 if (!op->head) 1194 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1196
1404 return NULL; 1197 return 0;
1405 } 1198 }
1406 } 1199 }
1407 1200
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1202
1416 y = op->y; 1209 y = op->y;
1417 1210
1418 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1419 */ 1212 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1423 { 1216 {
1424 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1218 tmp->destroy ();
1426 free_object (tmp);
1427 } 1219 }
1428 1220
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1223
1444 op->below = originator->below; 1236 op->below = originator->below;
1445 1237
1446 if (op->below) 1238 if (op->below)
1447 op->below->above = op; 1239 op->below->above = op;
1448 else 1240 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1450 1242
1451 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1452 originator->below = op; 1244 originator->below = op;
1453 } 1245 }
1454 else 1246 else
1455 { 1247 {
1456 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1250 {
1459 object *last = NULL; 1251 object *last = 0;
1460 1252
1461 /* 1253 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1472 */ 1264 */
1473
1474 while (top != NULL) 1265 while (top)
1475 { 1266 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1268 floor = top;
1478 1269
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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 1291 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1293 * stacking is a bit odd.
1503 */ 1294 */
1504 if (!(flag & INS_ON_TOP) && 1295 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)) 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1297 {
1507 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1300 break;
1510 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1324
1534 if (op->above) 1325 if (op->above)
1535 op->above->below = op; 1326 op->above->below = op;
1536 1327
1537 op->below = NULL; 1328 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1539 } 1330 }
1540 else 1331 else
1541 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1542 op->above = top->above; 1333 op->above = top->above;
1543 1334
1546 1337
1547 op->below = top; 1338 op->below = top;
1548 top->above = op; 1339 top->above = op;
1549 } 1340 }
1550 1341
1551 if (op->above == NULL) 1342 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1554 1345
1555 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1556 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1557 1354
1558 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1560 */ 1357 */
1561 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1359 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1565 1362
1566 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1370 * of effect may be sufficient.
1574 */ 1371 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1577 1374
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1580 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1581 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1583 * 1382 *
1584 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1386 * update_object().
1589 1388
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1391 {
1593 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1594 return NULL; 1393 return 0;
1595 1394
1596 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1396 * walk on's.
1598 */ 1397 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1601 return NULL; 1400 return 0;
1602 } 1401 }
1603 1402
1604 return op; 1403 return op;
1605} 1404}
1606 1405
1607/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1610 */ 1409 */
1611void 1410void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1412{
1614 object * 1413 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1414
1619 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1620 1416
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1419 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1420
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1422
1632 tmp1->x = op->x; 1423 tmp1->x = op->x;
1633 tmp1->y = op->y; 1424 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1432}
1636 1433
1637/* 1434/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1439 * global static errmsg array.
1643 */ 1440 */
1644
1645object * 1441object *
1646get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1647{ 1443{
1648 object * 1444 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1446
1653 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1654 { 1448 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1450 return NULL;
1657 } 1451 }
1658 1452
1659 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1660 1454
1661 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1662 { 1456 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) 1457 else if (!is_removed)
1668 { 1458 {
1669 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1481
1692object * 1482object *
1693decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1694{ 1484{
1695 object *tmp; 1485 object *tmp;
1696 player *pl;
1697 1486
1698 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1488 return op;
1700 1489
1701 if (i > op->nrof) 1490 if (i > op->nrof)
1702 i = op->nrof; 1491 i = op->nrof;
1703 1492
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1494 op->nrof -= i;
1706 else if (op->env != NULL) 1495 else if (op->env)
1707 { 1496 {
1708 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1709 * therein? 1498 * therein?
1710 */ 1499 */
1711 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1505 * and then searching the map for a player.
1717 */ 1506 */
1718 if (!tmp) 1507 if (!tmp)
1719 { 1508 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1722 break; 1512 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1513 }
1728 1514
1729 if (i < op->nrof) 1515 if (i < op->nrof)
1730 { 1516 {
1731 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1518 op->nrof -= i;
1733 if (tmp) 1519 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1736 }
1737 } 1521 }
1738 else 1522 else
1739 { 1523 {
1740 remove_ob (op); 1524 op->remove ();
1741 op->nrof = 0; 1525 op->nrof = 0;
1742 if (tmp) 1526 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1528 }
1747 } 1529 }
1748 else 1530 else
1749 { 1531 {
1750 object *above = op->above; 1532 object *above = op->above;
1751 1533
1752 if (i < op->nrof) 1534 if (i < op->nrof)
1753 op->nrof -= i; 1535 op->nrof -= i;
1754 else 1536 else
1755 { 1537 {
1756 remove_ob (op); 1538 op->remove ();
1757 op->nrof = 0; 1539 op->nrof = 0;
1758 } 1540 }
1759 1541
1760 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1763 { 1545 {
1764 if (op->nrof) 1546 if (op->nrof)
1765 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1766 else 1548 else
1770 1552
1771 if (op->nrof) 1553 if (op->nrof)
1772 return op; 1554 return op;
1773 else 1555 else
1774 { 1556 {
1775 free_object (op); 1557 op->destroy ();
1776 return NULL; 1558 return 0;
1777 } 1559 }
1778} 1560}
1779 1561
1780/* 1562/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1575 op->carrying += weight;
1794 op = op->env; 1576 op = op->env;
1795 } 1577 }
1796} 1578}
1797 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1798/* 1600/*
1799 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1800 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1801 * inside the object environment. 1603 * inside the object environment.
1802 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1810 */ 1607 */
1811 1608
1812object * 1609object *
1813insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1814{ 1611{
1815 object * 1612 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1613
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1615 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 1616
1839 if (op->more) 1617 if (op->more)
1840 { 1618 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1620 return op;
1844 1622
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1625 if (op->nrof)
1848 { 1626 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1851 { 1629 {
1852 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1631 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1857 */ 1635 */
1858 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1861 op = tmp; 1639 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1642 break;
1865 } 1643 }
1866 1644
1867 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1649 * the linking below
1872 */ 1650 */
1873 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1874 } 1652 }
1875 else 1653 else
1876 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1877 1655
1878 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1659 otmp->update_stats ();
1883 }
1884 1660
1885 op->map = NULL; 1661 op->map = 0;
1886 op->env = where; 1662 op->env = this;
1887 op->above = NULL; 1663 op->above = 0;
1888 op->below = NULL; 1664 op->below = 0;
1889 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1890 1666
1891 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1893 { 1669 {
1894#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1899 } 1675 }
1900 1676
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1678 * It sure simplifies this function...
1903 */ 1679 */
1904 if (where->inv == NULL) 1680 if (!inv)
1905 where->inv = op; 1681 inv = op;
1906 else 1682 else
1907 { 1683 {
1908 op->below = where->inv; 1684 op->below = inv;
1909 op->below->above = op; 1685 op->below->above = op;
1910 where->inv = op; 1686 inv = op;
1911 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1912 return op; 1691 return op;
1913} 1692}
1914 1693
1915/* 1694/*
1916 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1930 * 1709 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1712 * on top.
1934 */ 1713 */
1935
1936int 1714int
1937check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1938{ 1716{
1939 object * 1717 object *tmp;
1940 tmp; 1718 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1947 1720
1948 MoveType 1721 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1722
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1724 return 0;
1955
1956 tag = op->count;
1957 1725
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1726 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); 1727 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); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1729
1977 1745
1978 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1980 */ 1748 */
1981 1749
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1751 {
1984 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1754 * we don't need to check all of them.
1987 */ 1755 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 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)) 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1792 {
2025 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
2026 1794
2027 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
2028 return 1; 1796 return 1;
2029 1797
2030 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2042/* 1810/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2046 */ 1814 */
2047
2048object * 1815object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1817{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2055 { 1819 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1821 return NULL;
2058 } 1822 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1825 if (tmp->arch == at)
2061 return tmp; 1826 return tmp;
1827
2062 return NULL; 1828 return NULL;
2063} 1829}
2064 1830
2065/* 1831/*
2066 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2069 */ 1835 */
2070
2071object * 1836object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2073{ 1838{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2078 { 1840 {
2079 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1842 return NULL;
2081 } 1843 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1846 if (tmp->type == type)
2084 return tmp; 1847 return tmp;
1848
2085 return NULL; 1849 return NULL;
2086} 1850}
2087 1851
2088/* 1852/*
2089 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2092 */ 1856 */
2093
2094object * 1857object *
2095present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2096{ 1859{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1861 if (tmp->type == type)
2102 return tmp; 1862 return tmp;
1863
2103 return NULL; 1864 return NULL;
2104} 1865}
2105 1866
2106/* 1867/*
2107 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1879 * to be unique.
2119 */ 1880 */
2120
2121object * 1881object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1882present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1883{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1886 return tmp;
2131 } 1887
2132 return NULL; 1888 return 0;
2133} 1889}
2134 1890
2135/* 1891/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2139 */ 1895 */
2140
2141object * 1896object *
2142present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2143{ 1898{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1900 if (tmp->arch == at)
2149 return tmp; 1901 return tmp;
1902
2150 return NULL; 1903 return NULL;
2151} 1904}
2152 1905
2153/* 1906/*
2154 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2155 */ 1908 */
2156void 1909void
2157flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2158{ 1911{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1912 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1914 {
2165 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2167 } 1917 }
2168} /* 1918}
1919
1920/*
2169 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2170 */ 1922 */
2171void 1923void
2172unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2173{ 1925{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1926 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1928 {
2180 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2182 } 1931 }
2183} 1932}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
2190 */ 1939 */
2191
2192void 1940void
2193set_cheat (object *op) 1941set_cheat (object *op)
2194{ 1942{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1966 * customized, changed states, etc.
2219 */ 1967 */
2220
2221int 1968int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1970{
2224 int
2225 i,
2226 index = 0, flag; 1971 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2229 1973
2230 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2231 { 1975 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1977 if (!flag)
2234 altern[index++] = i; 1978 altern [index++] = i;
2235 1979
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2243 */ 1987 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 1989 stop = maxfree[i];
2246 } 1990 }
1991
2247 if (!index) 1992 if (!index)
2248 return -1; 1993 return -1;
1994
2249 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2250} 1996}
2251 1997
2252/* 1998/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2003 */
2258
2259int 2004int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2006{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2009 return i;
2269 } 2010
2270 return -1; 2011 return -1;
2271} 2012}
2272 2013
2273/* 2014/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2018 */
2277static void 2019static void
2278permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2279{ 2021{
2280 int 2022 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2023 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2024
2291 tmp = arr[i]; 2025 while (--end)
2292 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2027}
2296 2028
2297/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2035 */
2304void 2036void
2305get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2306{ 2038{
2307 int 2039 int i;
2308 i;
2309 2040
2310 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2042 search_arr[i] = i;
2313 }
2314 2043
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2047}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2059 * there is capable of.
2331 */ 2060 */
2332
2333int 2061int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2063{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2339 2065
2340 sint16 nx, ny; 2066 sint16 nx, ny;
2341 object * 2067 object *tmp;
2342 tmp; 2068 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2069
2346 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2347 2071
2348 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2349 { 2073 {
2361 mp = m; 2085 mp = m;
2362 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2364 2088
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2366 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2092 max = maxfree[i];
2369 }
2370 else 2093 else
2371 { 2094 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2373 2098
2374 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2100 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2379 { 2102 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2104 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))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2106 break;
2385 } 2107
2386 }
2387 if (tmp) 2108 if (tmp)
2388 {
2389 return freedir[i]; 2109 return freedir[i];
2390 }
2391 } 2110 }
2392 } 2111 }
2393 } 2112 }
2113
2394 return 0; 2114 return 0;
2395} 2115}
2396 2116
2397/* 2117/*
2398 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2119 * distance between the two given objects.
2400 */ 2120 */
2401
2402int 2121int
2403distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2404{ 2123{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2125}
2411 2126
2412/* 2127/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2416 */ 2131 */
2417
2418int 2132int
2419find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2420{ 2134{
2421 int 2135 int q;
2422 q;
2423 2136
2424 if (y) 2137 if (y)
2425 q = x * 100 / y; 2138 q = x * 100 / y;
2426 else if (x) 2139 else if (x)
2427 q = -300 * x; 2140 q = -300 * x;
2462int 2175int
2463absdir (int d) 2176absdir (int d)
2464{ 2177{
2465 while (d < 1) 2178 while (d < 1)
2466 d += 8; 2179 d += 8;
2180
2467 while (d > 8) 2181 while (d > 8)
2468 d -= 8; 2182 d -= 8;
2183
2469 return d; 2184 return d;
2470} 2185}
2471 2186
2472/* 2187/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2190 */
2476 2191
2477int 2192int
2478dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2479{ 2194{
2480 int 2195 int d;
2481 d;
2482 2196
2483 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2484 if (d > 4) 2198 if (d > 4)
2485 d = 8 - d; 2199 d = 8 - d;
2200
2486 return d; 2201 return d;
2487} 2202}
2488 2203
2489/* peterm: 2204/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2211 * functions.
2497 */ 2212 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2268 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2557 */ 2270 */
2558
2559
2560int 2271int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2273{
2563 sint16 dx, dy; 2274 sint16 dx, dy;
2564 int
2565 mflags; 2275 int mflags;
2566 2276
2567 if (dir < 0) 2277 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2569 2279
2570 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2583 return 0; 2293 return 0;
2584 2294
2585 /* yes, can see. */ 2295 /* yes, can see. */
2586 if (dir < 9) 2296 if (dir < 9)
2587 return 1; 2297 return 1;
2298
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 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]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2302}
2591
2592
2593 2303
2594/* 2304/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (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)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2321}
2612 2322
2613
2614/* 2323/*
2615 * create clone from object to another 2324 * create clone from object to another
2616 */ 2325 */
2617object * 2326object *
2618object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2619{ 2328{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2330
2623 if (!asrc) 2331 if (!asrc)
2624 return NULL; 2332 return 0;
2333
2625 src = asrc; 2334 src = asrc;
2626 if (src->head) 2335 if (src->head)
2627 src = src->head; 2336 src = src->head;
2628 2337
2629 prev = NULL; 2338 prev = 0;
2630 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2631 { 2340 {
2632 tmp = get_object (); 2341 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2342 tmp->x -= src->x;
2635 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2636 if (!part->head) 2345 if (!part->head)
2637 { 2346 {
2638 dst = tmp; 2347 dst = tmp;
2639 tmp->head = NULL; 2348 tmp->head = 0;
2640 } 2349 }
2641 else 2350 else
2642 {
2643 tmp->head = dst; 2351 tmp->head = dst;
2644 } 2352
2645 tmp->more = NULL; 2353 tmp->more = 0;
2354
2646 if (prev) 2355 if (prev)
2647 prev->more = tmp; 2356 prev->more = tmp;
2357
2648 prev = tmp; 2358 prev = tmp;
2649 } 2359 }
2650 2360
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2363
2657 return dst; 2364 return dst;
2658} 2365}
2659 2366
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. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2373object *
2682load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2683{ 2375{
2684 object * 2376 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2688 2378
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2380
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2693 2382
2694 if (tempfile == NULL) 2383 if (tempfile == NULL)
2695 { 2384 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2386 return NULL;
2698 } 2387 }
2699 2388
2700 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2390 fclose (tempfile);
2702 2391
2703 op = get_object (); 2392 op = object::create ();
2704 2393
2705 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2706 2395
2707 if (thawer) 2396 if (thawer)
2708 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2407 * returns NULL if no match.
2719 */ 2408 */
2720object * 2409object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2411{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2414 return tmp;
2729 2415
2730 return NULL; 2416 return 0;
2731} 2417}
2732 2418
2733/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2420 * otherwise return NULL.
2735 * 2421 *
2737 * do the desired thing. 2423 * do the desired thing.
2738 */ 2424 */
2739key_value * 2425key_value *
2740get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2741{ 2427{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2429 if (link->key == key)
2748 {
2749 return link; 2430 return link;
2750 }
2751 }
2752 2431
2753 return NULL; 2432 return 0;
2754} 2433}
2755 2434
2756/* 2435/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2437 *
2798 * Returns TRUE on success. 2477 * Returns TRUE on success.
2799 */ 2478 */
2800int 2479int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2481{
2803 key_value *
2804 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2805 2483
2806 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2485 {
2808 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2809 { 2487 {
2837 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2838 2516
2839 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2840 2518
2841 if (!add_key) 2519 if (!add_key)
2842 {
2843 return FALSE; 2520 return FALSE;
2844 } 2521
2845 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2849 * should pass in "" 2526 * should pass in ""
2898 } 2575 }
2899 else 2576 else
2900 item = item->env; 2577 item = item->env;
2901} 2578}
2902 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2903// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2904const char * 2610const char *
2905object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2906{ 2612{
2613 char flagdesc[512];
2907 char info2[256 * 3]; 2614 char info2[256 * 4];
2908 char *p = info; 2615 char *p = info;
2909 2616
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2618 count, uuid.seq,
2912 &name, 2619 &name,
2913 title ? " " : "", 2620 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2915 2623
2916 if (env) 2624 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2626
2919 if (map) 2627 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2629
2922 return info; 2630 return info;
2923} 2631}
2924 2632
2925const char * 2633const char *
2926object::debug_desc () const 2634object::debug_desc () const
2927{ 2635{
2928 static char info[256 * 3]; 2636 static char info[256 * 4];
2929 return debug_desc (info); 2637 return debug_desc (info);
2930} 2638}
2931 2639

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