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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 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 *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (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)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* 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 */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* 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
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * 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
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * 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.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
554 } 466 }
555 467
556 op->key_values = 0; 468 op->key_values = 0;
557} 469}
558 470
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 471/*
611 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 477 * will point at garbage.
617 */ 478 */
618void 479void
619copy_object (object *op2, object *op) 480object::copy_to (object *dst)
620{ 481{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 484
624 op2->clone (op); 485 *(object_copy *)dst = *this;
625 486
626 if (is_freed) 487 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
628 if (is_removed) 490 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
630 492
631 if (op2->speed < 0) 493 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 495
634 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
635 if (op2->key_values) 497 if (key_values)
636 { 498 {
637 key_value *tail = 0; 499 key_value *tail = 0;
638 key_value *i; 500 key_value *i;
639 501
640 op->key_values = 0; 502 dst->key_values = 0;
641 503
642 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
643 { 505 {
644 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
645 507
646 new_link->next = 0; 508 new_link->next = 0;
647 new_link->key = i->key; 509 new_link->key = i->key;
648 new_link->value = i->value; 510 new_link->value = i->value;
649 511
650 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
651 if (!op->key_values) 513 if (!dst->key_values)
652 { 514 {
653 op->key_values = new_link; 515 dst->key_values = new_link;
654 tail = new_link; 516 tail = new_link;
655 } 517 }
656 else 518 else
657 { 519 {
658 tail->next = new_link; 520 tail->next = new_link;
659 tail = new_link; 521 tail = new_link;
660 } 522 }
661 } 523 }
662 } 524 }
663 525
664 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;
665} 535}
666 536
667/* 537/*
668 * 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
669 * 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
670 * 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.
671 */ 541 */
672
673void 542void
674update_turn_face (object *op) 543update_turn_face (object *op)
675{ 544{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 546 return;
547
678 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
680} 550}
681 551
682/* 552/*
683 * 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
684 * 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.
685 * 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.
686 */ 556 */
687void 557void
688update_ob_speed (object *op) 558object::set_speed (float speed)
689{ 559{
690 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 561 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 563 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 564 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 565
715 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 567
719 if (op->active_next != NULL) 568 if (has_active_speed ())
720 op->active_next->active_prev = op; 569 activate ();
721
722 active_objects = op;
723 }
724 else 570 else
725 { 571 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 572}
749 573
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 574/*
782 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 578 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
789 * 582 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 584 * current action are:
796 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
801 */ 590 */
802
803void 591void
804update_object (object *op, int action) 592update_object (object *op, int action)
805{ 593{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
808 595
809 if (op == NULL) 596 if (op == NULL)
810 { 597 {
811 /* this should never happen */ 598 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 600 return;
814 } 601 }
815 602
816 if (op->env != NULL) 603 if (op->env)
817 { 604 {
818 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
819 * to do in this case. 606 * to do in this case.
820 */ 607 */
821 return; 608 return;
826 */ 613 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 615 return;
829 616
830 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
831 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)
832 { 619 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 621#ifdef MANY_CORES
835 abort (); 622 abort ();
836#endif 623#endif
837 return; 624 return;
838 } 625 }
839 626
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
847 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
848 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* 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
871 * to have move_allow right now. 644 * to have move_allow right now.
872 */ 645 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 648 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 649 }
879 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 652 * that is being removed.
882 */ 653 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 655 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
887 else 658 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 660
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 661 if (op->more)
897 update_object (op->more, action); 662 update_object (op->more, action);
898} 663}
899 664
900static unordered_vector<object *> mortals; 665object *object::first;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 666
922object::object () 667object::object ()
923{ 668{
924 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
925 670
930object::~object () 675object::~object ()
931{ 676{
932 free_key_values (this); 677 free_key_values (this);
933} 678}
934 679
680static int object_count;
681
935void object::link () 682void object::link ()
936{ 683{
937 count = ++ob_count; 684 assert (!index);//D
938 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
939 687
940 prev = 0; 688 refcnt_inc ();
941 next = objects; 689 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 690}
948 691
949void object::unlink () 692void object::unlink ()
950{ 693{
951 //count = 0;//D 694 assert (index);//D
952 if (!prev && !next) return;//D 695 objects.erase (this);
696 refcnt_dec ();
697}
953 698
954 if (this == objects) 699void
955 objects = next; 700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
956 705
957 /* Remove this object from the list of used objects */ 706 if (has_active_speed ())
958 if (prev) prev->next = next; 707 actives.insert (this);
959 if (next) next->prev = prev; 708}
960 709
961 prev = 0; 710void
962 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 }
963} 803}
964 804
965object *object::create () 805object *object::create ()
966{ 806{
967 object *op = new object; 807 object *op = new object;
968 op->link (); 808 op->link ();
969 return op; 809 return op;
970} 810}
971 811
972/* 812void
973 * free_object() frees everything allocated by an object, removes 813object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 814{
984 if (QUERY_FLAG (this, FLAG_FREED)) 815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
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;
855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
985 return; 872 return;
986 873
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 874 if (destroy_inventory)
988 remove_friendly_object (this); 875 destroy_inv (false);
989 876
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 877 attachable::destroy ();
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 878}
1053 879
1054/* 880/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1056 * 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)).
1057 */ 883 */
1058
1059void 884void
1060sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1061{ 886{
1062 while (op != NULL) 887 while (op != NULL)
1063 { 888 {
1064 if (op->type == CONTAINER) 889 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 891
1068 op->carrying -= weight; 892 op->carrying -= weight;
1069 op = op->env; 893 op = op->env;
1070 } 894 }
1071} 895}
1072 896
1073/* remove_ob(op): 897/* op->remove ():
1074 * 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
1075 * 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
1076 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 902 * the previous environment.
1079 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1080 */ 904 */
1081
1082void 905void
1083remove_ob (object *op) 906object::remove ()
1084{ 907{
908 object *tmp, *last = 0;
1085 object * 909 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 910
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 912 return;
1104 913
1105 SET_FLAG (op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1106 916
1107 if (op->more != NULL) 917 if (more)
1108 remove_ob (op->more); 918 more->remove ();
1109 919
1110 /* 920 /*
1111 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1112 * inventory. 922 * inventory.
1113 */ 923 */
1114 if (op->env != NULL) 924 if (env)
1115 { 925 {
1116 if (op->nrof) 926 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1118 else 928 else
1119 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1120 930
1121 /* 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
1122 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 933 * to save cpu time.
1124 */ 934 */
1125 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))
1126 fix_player (otmp); 936 otmp->update_stats ();
1127 937
1128 if (op->above != NULL) 938 if (above)
1129 op->above->below = op->below; 939 above->below = below;
1130 else 940 else
1131 op->env->inv = op->below; 941 env->inv = below;
1132 942
1133 if (op->below != NULL) 943 if (below)
1134 op->below->above = op->above; 944 below->above = above;
1135 945
1136 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1137 * 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
1138 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1139 */ 949 */
1140 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1141 op->map = op->env->map; 951 map = env->map;
1142 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1143 op->env = NULL; 953 env = 0;
1144 } 954 }
1145 else if (op->map) 955 else if (map)
1146 { 956 {
1147 x = op->x; 957 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 958 {
1161 959 --map->players;
1162 if (op->map != m) 960 map->touch ();
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 961 }
962
963 map->dirty = true;
1169 964
1170 /* link the object above us */ 965 /* link the object above us */
1171 if (op->above) 966 if (above)
1172 op->above->below = op->below; 967 above->below = below;
1173 else 968 else
1174 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 */
1175 970
1176 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1177 if (op->below) 972 if (below)
1178 op->below->above = op->above; 973 below->above = above;
1179 else 974 else
1180 { 975 {
1181 /* 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
1182 * use translated coordinates in case some oddness with map tiling is 977 * use translated coordinates in case some oddness with map tiling is
1183 * evident 978 * evident
1184 */ 979 */
1185 if (GET_MAP_OB (m, x, y) != op) 980 if (GET_MAP_OB (map, x, y) != this)
1186 { 981 {
1187 dump_object (op); 982 char *dump = dump_object (this);
1188 LOG (llevError, 983 LOG (llevError,
1189 "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);
1190 dump_object (GET_MAP_OB (m, x, y)); 986 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 987 LOG (llevError, "%s\n", dump);
988 free (dump);
1192 } 989 }
1193 990
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 991 map->at (x, y).bot = above; /* goes on above it. */
1195 } 992 }
1196 993
1197 op->above = 0; 994 above = 0;
1198 op->below = 0; 995 below = 0;
1199 996
1200 if (op->map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1201 return; 998 return;
1202 999
1203 tag = op->count; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1001
1206 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)
1207 { 1003 {
1208 /* 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
1209 * being removed. 1005 * being removed.
1210 */ 1006 */
1211 1007
1212 if (tmp->type == PLAYER && tmp != op) 1008 if (tmp->type == PLAYER && tmp != this)
1213 { 1009 {
1214 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1216 * appropriately. 1012 * appropriately.
1217 */ 1013 */
1218 if (tmp->container == op) 1014 if (tmp->container == this)
1219 { 1015 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1016 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1017 tmp->container = 0;
1222 } 1018 }
1223 1019
1224 tmp->contr->socket.update_look = 1; 1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1225 } 1022 }
1226 1023
1227 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1228 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))
1229 { 1028 {
1230 move_apply (tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1231 1030
1232 if (was_destroyed (op, tag)) 1031 if (destroyed ())
1233 {
1234 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 ());
1235 }
1236 } 1033 }
1237 1034
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1241 tmp->above = NULL; 1038 tmp->above = 0;
1242 1039
1243 last = tmp; 1040 last = tmp;
1244 } 1041 }
1245 1042
1246 /* 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?
1247 if (last == NULL) 1045 if (!last)
1248 { 1046 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1047 else
1258 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1259 1049
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1262 } 1052 }
1263} 1053}
1264 1054
1265/* 1055/*
1266 * merge_ob(op,top): 1056 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1275{ 1065{
1276 if (!op->nrof) 1066 if (!op->nrof)
1277 return 0; 1067 return 0;
1278 1068
1279 if (top == NULL) 1069 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1281 1072
1282 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1283 { 1074 {
1284 if (top == op) 1075 if (top == op)
1285 continue; 1076 continue;
1286 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1287 { 1079 {
1288 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1289 1081
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1084 op->destroy ();
1293 free_object (op);
1294 return top; 1085 return top;
1295 } 1086 }
1296 } 1087 }
1297 1088
1298 return NULL; 1089 return 0;
1299} 1090}
1300 1091
1301/* 1092/*
1302 * 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
1303 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1304 */ 1095 */
1305object * 1096object *
1306insert_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)
1307{ 1098{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1100 {
1315 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1317 } 1103 }
1318 1104
1337 * Return value: 1123 * Return value:
1338 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1126 * just 'op' otherwise
1341 */ 1127 */
1342
1343object * 1128object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1130{
1346 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1132 sint16 x, y;
1348 1133
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1350 { 1135 {
1351 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL; 1137 return NULL;
1353 } 1138 }
1354 1139
1355 if (m == NULL) 1140 if (!m)
1356 { 1141 {
1357 dump_object (op); 1142 char *dump = dump_object (op);
1358 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);
1359 return op; 1145 return op;
1360 } 1146 }
1361 1147
1362 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1363 { 1149 {
1364 dump_object (op); 1150 char *dump = dump_object (op);
1365 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);
1366#ifdef MANY_CORES 1152#ifdef MANY_CORES
1367 /* 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
1368 * 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
1369 * improperly inserted. 1155 * improperly inserted.
1370 */ 1156 */
1371 abort (); 1157 abort ();
1372#endif 1158#endif
1159 free (dump);
1373 return op; 1160 return op;
1374 } 1161 }
1375 1162
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1164 {
1378 dump_object (op); 1165 char *dump = dump_object (op);
1379 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);
1380 return op; 1168 return op;
1381 } 1169 }
1382 1170
1383 if (op->more != NULL) 1171 if (op->more)
1384 { 1172 {
1385 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1386 1174
1387 object *more = op->more; 1175 object *more = op->more;
1388 1176
1389 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1390 * 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
1391 * 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
1392 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1393 */ 1181 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map) 1184 else if (!more->map)
1397 { 1185 {
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1193 {
1406 if (!op->head) 1194 if (!op->head)
1407 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");
1408 1196
1409 return NULL; 1197 return 0;
1410 } 1198 }
1411 } 1199 }
1412 1200
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1202
1421 y = op->y; 1209 y = op->y;
1422 1210
1423 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1424 */ 1212 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1426 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)
1427 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1428 { 1216 {
1429 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1218 tmp->destroy ();
1431 free_object (tmp);
1432 } 1219 }
1433 1220
1434 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 */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1223
1449 op->below = originator->below; 1236 op->below = originator->below;
1450 1237
1451 if (op->below) 1238 if (op->below)
1452 op->below->above = op; 1239 op->below->above = op;
1453 else 1240 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1455 1242
1456 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1457 originator->below = op; 1244 originator->below = op;
1458 } 1245 }
1459 else 1246 else
1460 { 1247 {
1461 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1462 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))
1463 { 1250 {
1464 object *last = NULL; 1251 object *last = 0;
1465 1252
1466 /* 1253 /*
1467 * 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.
1468 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1469 * 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
1473 * 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
1474 * 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
1475 * 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
1476 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1477 */ 1264 */
1478
1479 while (top != NULL) 1265 while (top)
1480 { 1266 {
1481 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))
1482 floor = top; 1268 floor = top;
1483 1269
1484 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))
1505 * If INS_ON_TOP is used, don't do this processing 1291 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1293 * stacking is a bit odd.
1508 */ 1294 */
1509 if (!(flag & INS_ON_TOP) && 1295 if (!(flag & INS_ON_TOP) &&
1510 (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))
1511 { 1297 {
1512 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1300 break;
1515 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 1324
1539 if (op->above) 1325 if (op->above)
1540 op->above->below = op; 1326 op->above->below = op;
1541 1327
1542 op->below = NULL; 1328 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1544 } 1330 }
1545 else 1331 else
1546 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1547 op->above = top->above; 1333 op->above = top->above;
1548 1334
1551 1337
1552 op->below = top; 1338 op->below = top;
1553 top->above = op; 1339 top->above = op;
1554 } 1340 }
1555 1341
1556 if (op->above == NULL) 1342 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1559 1345
1560 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1561 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;
1562 1354
1563 /* 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
1564 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1565 */ 1357 */
1566 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1567 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 ())
1568 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1570 1362
1571 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1572 * 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
1573 * 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
1574 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1575 * 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 -
1576 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1370 * of effect may be sufficient.
1579 */ 1371 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1582 1374
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1585 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1586 /* 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,
1587 * we want to have update_look set above before calling this. 1381 * we want to have floorbox_update called before calling this.
1588 * 1382 *
1589 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1386 * update_object().
1594 1388
1595 /* 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 */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1391 {
1598 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1599 return NULL; 1393 return 0;
1600 1394
1601 /* 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
1602 * walk on's. 1396 * walk on's.
1603 */ 1397 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1606 return NULL; 1400 return 0;
1607 } 1401 }
1608 1402
1609 return op; 1403 return op;
1610} 1404}
1611 1405
1612/* this function inserts an object in the map, but if it 1406/* this function inserts an object in the map, but if it
1613 * 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.
1614 * 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.
1615 */ 1409 */
1616void 1410void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1412{
1619 object * 1413 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1414
1624 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1625 1416
1626 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)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1419 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1420
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1422
1637 tmp1->x = op->x; 1423 tmp1->x = op->x;
1638 tmp1->y = op->y; 1424 tmp1->y = op->y;
1639 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);
1640} 1432}
1641 1433
1642/* 1434/*
1643 * 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
1644 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1645 * 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).
1646 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1439 * global static errmsg array.
1648 */ 1440 */
1649
1650object * 1441object *
1651get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1652{ 1443{
1653 object * 1444 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1446
1658 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1659 { 1448 {
1660 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);
1661 return NULL; 1450 return NULL;
1662 } 1451 }
1663 1452
1664 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1665 1454
1666 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1667 { 1456 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1457 else if (!is_removed)
1673 { 1458 {
1674 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 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)
1696 1481
1697object * 1482object *
1698decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1699{ 1484{
1700 object *tmp; 1485 object *tmp;
1701 player *pl;
1702 1486
1703 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1488 return op;
1705 1489
1706 if (i > op->nrof) 1490 if (i > op->nrof)
1707 i = op->nrof; 1491 i = op->nrof;
1708 1492
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1494 op->nrof -= i;
1711 else if (op->env != NULL) 1495 else if (op->env)
1712 { 1496 {
1713 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1714 * therein? 1498 * therein?
1715 */ 1499 */
1716 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1505 * and then searching the map for a player.
1722 */ 1506 */
1723 if (!tmp) 1507 if (!tmp)
1724 { 1508 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1727 break; 1512 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1513 }
1733 1514
1734 if (i < op->nrof) 1515 if (i < op->nrof)
1735 { 1516 {
1736 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1518 op->nrof -= i;
1738 if (tmp) 1519 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1741 }
1742 } 1521 }
1743 else 1522 else
1744 { 1523 {
1745 remove_ob (op); 1524 op->remove ();
1746 op->nrof = 0; 1525 op->nrof = 0;
1747 if (tmp) 1526 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1528 }
1752 } 1529 }
1753 else 1530 else
1754 { 1531 {
1755 object *above = op->above; 1532 object *above = op->above;
1756 1533
1757 if (i < op->nrof) 1534 if (i < op->nrof)
1758 op->nrof -= i; 1535 op->nrof -= i;
1759 else 1536 else
1760 { 1537 {
1761 remove_ob (op); 1538 op->remove ();
1762 op->nrof = 0; 1539 op->nrof = 0;
1763 } 1540 }
1764 1541
1765 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1768 { 1545 {
1769 if (op->nrof) 1546 if (op->nrof)
1770 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1771 else 1548 else
1775 1552
1776 if (op->nrof) 1553 if (op->nrof)
1777 return op; 1554 return op;
1778 else 1555 else
1779 { 1556 {
1780 free_object (op); 1557 op->destroy ();
1781 return NULL; 1558 return 0;
1782 } 1559 }
1783} 1560}
1784 1561
1785/* 1562/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1575 op->carrying += weight;
1799 op = op->env; 1576 op = op->env;
1800 } 1577 }
1801} 1578}
1802 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
1803/* 1600/*
1804 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1805 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1806 * inside the object environment. 1603 * inside the object environment.
1807 * 1604 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * 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
1814 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1815 */ 1607 */
1816 1608
1817object * 1609object *
1818insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1819{ 1611{
1820 object * 1612 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1613
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1615 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1616
1844 if (op->more) 1617 if (op->more)
1845 { 1618 {
1846 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);
1847 return op; 1620 return op;
1849 1622
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1625 if (op->nrof)
1853 { 1626 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1856 { 1629 {
1857 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1631 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1862 */ 1635 */
1863 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1866 op = tmp; 1639 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1642 break;
1870 } 1643 }
1871 1644
1872 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1647 * (if it was possible to merge). calling remove_ob will subtract
1875 * 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
1876 * the linking below 1649 * the linking below
1877 */ 1650 */
1878 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1879 } 1652 }
1880 else 1653 else
1881 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1882 1655
1883 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1659 otmp->update_stats ();
1888 }
1889 1660
1890 op->map = NULL; 1661 op->map = 0;
1891 op->env = where; 1662 op->env = this;
1892 op->above = NULL; 1663 op->above = 0;
1893 op->below = NULL; 1664 op->below = 0;
1894 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1895 1666
1896 /* 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 */
1897 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1898 { 1669 {
1899#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1900 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);
1901#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1904 } 1675 }
1905 1676
1906 /* 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.
1907 * It sure simplifies this function... 1678 * It sure simplifies this function...
1908 */ 1679 */
1909 if (where->inv == NULL) 1680 if (!inv)
1910 where->inv = op; 1681 inv = op;
1911 else 1682 else
1912 { 1683 {
1913 op->below = where->inv; 1684 op->below = inv;
1914 op->below->above = op; 1685 op->below->above = op;
1915 where->inv = op; 1686 inv = op;
1916 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1917 return op; 1691 return op;
1918} 1692}
1919 1693
1920/* 1694/*
1921 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1935 * 1709 *
1936 * 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
1937 * 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
1938 * on top. 1712 * on top.
1939 */ 1713 */
1940
1941int 1714int
1942check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1943{ 1716{
1944 object * 1717 object *tmp;
1945 tmp; 1718 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1952 1720
1953 MoveType 1721 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1722
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1724 return 0;
1960
1961 tag = op->count;
1962 1725
1963 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);
1964 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);
1965 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);
1966 1729
1982 1745
1983 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1985 */ 1748 */
1986 1749
1987 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)
1988 { 1751 {
1989 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1990 * 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,
1991 * we don't need to check all of them. 1754 * we don't need to check all of them.
1992 */ 1755 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((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))
2029 { 1792 {
2030 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
2031 1794
2032 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
2033 return 1; 1796 return 1;
2034 1797
2035 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2047/* 1810/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2051 */ 1814 */
2052
2053object * 1815object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1817{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2060 { 1819 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1821 return NULL;
2063 } 1822 }
2064 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)
2065 if (tmp->arch == at) 1825 if (tmp->arch == at)
2066 return tmp; 1826 return tmp;
1827
2067 return NULL; 1828 return NULL;
2068} 1829}
2069 1830
2070/* 1831/*
2071 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2074 */ 1835 */
2075
2076object * 1836object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2078{ 1838{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2083 { 1840 {
2084 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1842 return NULL;
2086 } 1843 }
2087 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)
2088 if (tmp->type == type) 1846 if (tmp->type == type)
2089 return tmp; 1847 return tmp;
1848
2090 return NULL; 1849 return NULL;
2091} 1850}
2092 1851
2093/* 1852/*
2094 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2097 */ 1856 */
2098
2099object * 1857object *
2100present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2101{ 1859{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1861 if (tmp->type == type)
2107 return tmp; 1862 return tmp;
1863
2108 return NULL; 1864 return NULL;
2109} 1865}
2110 1866
2111/* 1867/*
2112 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2120 * 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
2121 * 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
2122 * 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
2123 * to be unique. 1879 * to be unique.
2124 */ 1880 */
2125
2126object * 1881object *
2127present_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)
2128{ 1883{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1886 return tmp;
2136 } 1887
2137 return NULL; 1888 return 0;
2138} 1889}
2139 1890
2140/* 1891/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2144 */ 1895 */
2145
2146object * 1896object *
2147present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2148{ 1898{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1900 if (tmp->arch == at)
2154 return tmp; 1901 return tmp;
1902
2155 return NULL; 1903 return NULL;
2156} 1904}
2157 1905
2158/* 1906/*
2159 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2160 */ 1908 */
2161void 1909void
2162flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2163{ 1911{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1912 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1914 {
2170 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2172 } 1917 }
2173} /* 1918}
1919
1920/*
2174 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2175 */ 1922 */
2176void 1923void
2177unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2178{ 1925{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1926 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1928 {
2185 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2187 } 1931 }
2188} 1932}
2191 * 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
2192 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2193 * 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
2194 * 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.
2195 */ 1939 */
2196
2197void 1940void
2198set_cheat (object *op) 1941set_cheat (object *op)
2199{ 1942{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2220 * 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
2221 * 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
2222 * 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
2223 * customized, changed states, etc. 1966 * customized, changed states, etc.
2224 */ 1967 */
2225
2226int 1968int
2227find_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)
2228{ 1970{
2229 int
2230 i,
2231 index = 0, flag; 1971 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2234 1973
2235 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2236 { 1975 {
2237 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]);
2238 if (!flag) 1977 if (!flag)
2239 altern[index++] = i; 1978 altern [index++] = i;
2240 1979
2241 /* 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.
2242 * 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.
2243 * 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 -
2244 * 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
2245 * 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
2246 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2248 */ 1987 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 1989 stop = maxfree[i];
2251 } 1990 }
1991
2252 if (!index) 1992 if (!index)
2253 return -1; 1993 return -1;
1994
2254 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2255} 1996}
2256 1997
2257/* 1998/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2260 * 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.
2261 * 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.
2262 */ 2003 */
2263
2264int 2004int
2265find_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)
2266{ 2006{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 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]))
2273 return i; 2009 return i;
2274 } 2010
2275 return -1; 2011 return -1;
2276} 2012}
2277 2013
2278/* 2014/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2018 */
2282static void 2019static void
2283permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2284{ 2021{
2285 int 2022 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2023 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2024
2296 tmp = arr[i]; 2025 while (--end)
2297 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2027}
2301 2028
2302/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2304 * 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
2307 * 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.
2308 */ 2035 */
2309void 2036void
2310get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2311{ 2038{
2312 int 2039 int i;
2313 i;
2314 2040
2315 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2042 search_arr[i] = i;
2318 }
2319 2043
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2047}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * 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
2334 * 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
2335 * there is capable of. 2059 * there is capable of.
2336 */ 2060 */
2337
2338int 2061int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2063{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2344 2065
2345 sint16 nx, ny; 2066 sint16 nx, ny;
2346 object * 2067 object *tmp;
2347 tmp; 2068 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2069
2351 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2352 2071
2353 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2354 { 2073 {
2366 mp = m; 2085 mp = m;
2367 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2369 2088
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2371 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2092 max = maxfree[i];
2374 }
2375 else 2093 else
2376 { 2094 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2378 2098
2379 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2100 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2384 { 2102 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2106 break;
2390 } 2107
2391 }
2392 if (tmp) 2108 if (tmp)
2393 {
2394 return freedir[i]; 2109 return freedir[i];
2395 }
2396 } 2110 }
2397 } 2111 }
2398 } 2112 }
2113
2399 return 0; 2114 return 0;
2400} 2115}
2401 2116
2402/* 2117/*
2403 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2119 * distance between the two given objects.
2405 */ 2120 */
2406
2407int 2121int
2408distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2409{ 2123{
2410 int
2411 i;
2412
2413 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);
2414 return i;
2415} 2125}
2416 2126
2417/* 2127/*
2418 * 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
2419 * 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
2420 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2421 */ 2131 */
2422
2423int 2132int
2424find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2425{ 2134{
2426 int 2135 int q;
2427 q;
2428 2136
2429 if (y) 2137 if (y)
2430 q = x * 100 / y; 2138 q = x * 100 / y;
2431 else if (x) 2139 else if (x)
2432 q = -300 * x; 2140 q = -300 * x;
2467int 2175int
2468absdir (int d) 2176absdir (int d)
2469{ 2177{
2470 while (d < 1) 2178 while (d < 1)
2471 d += 8; 2179 d += 8;
2180
2472 while (d > 8) 2181 while (d > 8)
2473 d -= 8; 2182 d -= 8;
2183
2474 return d; 2184 return d;
2475} 2185}
2476 2186
2477/* 2187/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2480 */ 2190 */
2481 2191
2482int 2192int
2483dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2484{ 2194{
2485 int 2195 int d;
2486 d;
2487 2196
2488 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2489 if (d > 4) 2198 if (d > 4)
2490 d = 8 - d; 2199 d = 8 - d;
2200
2491 return d; 2201 return d;
2492} 2202}
2493 2203
2494/* peterm: 2204/* peterm:
2495 * 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.
2498 * 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
2499 * 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.
2500 * 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
2501 * functions. 2211 * functions.
2502 */ 2212 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2268 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2562 */ 2270 */
2563
2564
2565int 2271int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2273{
2568 sint16 dx, dy; 2274 sint16 dx, dy;
2569 int
2570 mflags; 2275 int mflags;
2571 2276
2572 if (dir < 0) 2277 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2574 2279
2575 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2588 return 0; 2293 return 0;
2589 2294
2590 /* yes, can see. */ 2295 /* yes, can see. */
2591 if (dir < 9) 2296 if (dir < 9)
2592 return 1; 2297 return 1;
2298
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 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]);
2595} 2302}
2596
2597
2598 2303
2599/* 2304/*
2600 * 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
2601 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !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));
2616} 2321}
2617 2322
2618
2619/* 2323/*
2620 * create clone from object to another 2324 * create clone from object to another
2621 */ 2325 */
2622object * 2326object *
2623object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2624{ 2328{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2330
2628 if (!asrc) 2331 if (!asrc)
2629 return NULL; 2332 return 0;
2333
2630 src = asrc; 2334 src = asrc;
2631 if (src->head) 2335 if (src->head)
2632 src = src->head; 2336 src = src->head;
2633 2337
2634 prev = NULL; 2338 prev = 0;
2635 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2636 { 2340 {
2637 tmp = get_object (); 2341 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2342 tmp->x -= src->x;
2640 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2641 if (!part->head) 2345 if (!part->head)
2642 { 2346 {
2643 dst = tmp; 2347 dst = tmp;
2644 tmp->head = NULL; 2348 tmp->head = 0;
2645 } 2349 }
2646 else 2350 else
2647 {
2648 tmp->head = dst; 2351 tmp->head = dst;
2649 } 2352
2650 tmp->more = NULL; 2353 tmp->more = 0;
2354
2651 if (prev) 2355 if (prev)
2652 prev->more = tmp; 2356 prev->more = tmp;
2357
2653 prev = tmp; 2358 prev = tmp;
2654 } 2359 }
2655 2360
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2363
2662 return dst; 2364 return dst;
2663} 2365}
2664 2366
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */ 2367/* GROS - Creates an object using a string representing its content. */
2675
2676/* 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 */
2677
2678/* 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, */
2679
2680/* 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. */
2681
2682/* 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. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2373object *
2687load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2688{ 2375{
2689 object * 2376 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2693 2378
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2380
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2698 2382
2699 if (tempfile == NULL) 2383 if (tempfile == NULL)
2700 { 2384 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2386 return NULL;
2703 } 2387 }
2704 2388
2705 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2390 fclose (tempfile);
2707 2391
2708 op = get_object (); 2392 op = object::create ();
2709 2393
2710 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2711 2395
2712 if (thawer) 2396 if (thawer)
2713 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2407 * returns NULL if no match.
2724 */ 2408 */
2725object * 2409object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2411{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2414 return tmp;
2734 2415
2735 return NULL; 2416 return 0;
2736} 2417}
2737 2418
2738/* 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,
2739 * otherwise return NULL. 2420 * otherwise return NULL.
2740 * 2421 *
2742 * do the desired thing. 2423 * do the desired thing.
2743 */ 2424 */
2744key_value * 2425key_value *
2745get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2746{ 2427{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2429 if (link->key == key)
2753 {
2754 return link; 2430 return link;
2755 }
2756 }
2757 2431
2758 return NULL; 2432 return 0;
2759} 2433}
2760 2434
2761/* 2435/*
2762 * 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.
2763 * 2437 *
2803 * Returns TRUE on success. 2477 * Returns TRUE on success.
2804 */ 2478 */
2805int 2479int
2806set_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)
2807{ 2481{
2808 key_value *
2809 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2810 2483
2811 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2485 {
2813 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2814 { 2487 {
2842 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2843 2516
2844 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2845 2518
2846 if (!add_key) 2519 if (!add_key)
2847 {
2848 return FALSE; 2520 return FALSE;
2849 } 2521
2850 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2854 * should pass in "" 2526 * should pass in ""
2903 } 2575 }
2904 else 2576 else
2905 item = item->env; 2577 item = item->env;
2906} 2578}
2907 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
2908// 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
2909const char * 2610const char *
2910object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2911{ 2612{
2613 char flagdesc[512];
2912 char info2[256 * 3]; 2614 char info2[256 * 4];
2913 char *p = info; 2615 char *p = info;
2914 2616
2915 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}",
2916 count, 2618 count, uuid.seq,
2917 &name, 2619 &name,
2918 title ? " " : "", 2620 title ? "\",title:" : "",
2919 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2920 2623
2921 if (env) 2624 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2626
2924 if (map) 2627 if (map)
2925 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);
2926 2629
2927 return info; 2630 return info;
2928} 2631}
2929 2632
2930const char * 2633const char *
2931object::debug_desc () const 2634object::debug_desc () const
2932{ 2635{
2933 static char info[256 * 3]; 2636 static char info[256 * 4];
2934 return debug_desc (info); 2637 return debug_desc (info);
2935} 2638}
2936 2639

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