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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 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *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 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
554 } 464 }
555 465
556 op->key_values = 0; 466 op->key_values = 0;
557} 467}
558 468
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/* 469/*
611 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 475 * will point at garbage.
617 */ 476 */
618void 477void
619copy_object (object *op2, object *op) 478object::copy_to (object *dst)
620{ 479{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 482
624 op2->clone (op); 483 *(object_copy *)dst = *this;
625 484
626 if (is_freed) 485 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
628 if (is_removed) 488 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
630 490
631 if (op2->speed < 0) 491 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 493
634 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
635 if (op2->key_values) 495 if (key_values)
636 { 496 {
637 key_value *tail = 0; 497 key_value *tail = 0;
638 key_value *i; 498 key_value *i;
639 499
640 op->key_values = 0; 500 dst->key_values = 0;
641 501
642 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
643 { 503 {
644 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
645 505
646 new_link->next = 0; 506 new_link->next = 0;
647 new_link->key = i->key; 507 new_link->key = i->key;
648 new_link->value = i->value; 508 new_link->value = i->value;
649 509
650 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
651 if (!op->key_values) 511 if (!dst->key_values)
652 { 512 {
653 op->key_values = new_link; 513 dst->key_values = new_link;
654 tail = new_link; 514 tail = new_link;
655 } 515 }
656 else 516 else
657 { 517 {
658 tail->next = new_link; 518 tail->next = new_link;
659 tail = new_link; 519 tail = new_link;
660 } 520 }
661 } 521 }
662 } 522 }
663 523
664 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
665} 533}
666 534
667/* 535/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
671 */ 539 */
672
673void 540void
674update_turn_face (object *op) 541update_turn_face (object *op)
675{ 542{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 544 return;
545
678 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
680} 548}
681 549
682/* 550/*
683 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
686 */ 554 */
687void 555void
688update_ob_speed (object *op) 556object::set_speed (float speed)
689{ 557{
690 extern int arch_init; 558 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 { 559 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 561 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 562 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 563
715 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 565
719 if (op->active_next != NULL) 566 if (has_active_speed ())
720 op->active_next->active_prev = op; 567 activate ();
721
722 active_objects = op;
723 }
724 else 568 else
725 { 569 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} 570}
749 571
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/* 572/*
782 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 576 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
789 * 580 *
790 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
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: 582 * current action are:
796 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
801 */ 588 */
802
803void 589void
804update_object (object *op, int action) 590update_object (object *op, int action)
805{ 591{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
808 593
809 if (op == NULL) 594 if (op == NULL)
810 { 595 {
811 /* this should never happen */ 596 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 598 return;
814 } 599 }
815 600
816 if (op->env != NULL) 601 if (op->env)
817 { 602 {
818 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
819 * to do in this case. 604 * to do in this case.
820 */ 605 */
821 return; 606 return;
826 */ 611 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 613 return;
829 614
830 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 617 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 619#ifdef MANY_CORES
835 abort (); 620 abort ();
836#endif 621#endif
837 return; 622 return;
838 } 623 }
839 624
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
846 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
847 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
848 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 642 * to have move_allow right now.
872 */ 643 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 646 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 647 }
879 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 650 * that is being removed.
882 */ 651 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 653 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
887 else 656 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 658
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) 659 if (op->more)
897 update_object (op->more, action); 660 update_object (op->more, action);
898} 661}
899 662
900static unordered_vector<object *> mortals; 663object *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}
921 664
922object::object () 665object::object ()
923{ 666{
924 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
925 668
932 free_key_values (this); 675 free_key_values (this);
933} 676}
934 677
935void object::link () 678void object::link ()
936{ 679{
937 count = ++ob_count;
938 uuid = gen_uuid (); 680 uuid = gen_uuid ();
939 681
940 prev = 0; 682 refcnt_inc ();
941 next = objects; 683 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 684}
948 685
949void object::unlink () 686void object::unlink ()
950{ 687{
951 //count = 0;//D 688 objects.erase (this);
952 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
953 691
954 if (this == objects) 692void
955 objects = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
956 698
957 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
958 if (prev) prev->next = next; 700 actives.insert (this);
959 if (next) next->prev = prev; 701}
960 702
961 prev = 0; 703void
962 next = 0; 704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
963} 796}
964 797
965object *object::create () 798object *object::create ()
966{ 799{
967 object *op = new object; 800 object *op = new object;
968 op->link (); 801 op->link ();
969 return op; 802 return op;
970} 803}
971 804
972/* 805void
973 * free_object() frees everything allocated by an object, removes 806object::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{ 807{
984 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
985 return; 818 return;
986 819
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
988 remove_friendly_object (this);
989 821
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 823
993 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
994 851
995 if (more) 852 if (more)
996 { 853 {
997 more->free (free_inventory); 854 more->destroy ();
998 more = 0; 855 more = 0;
999 } 856 }
1000 857
1001 if (inv) 858 // clear those pointers that likely might have circular references to us
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; 859 owner = 0;
860 enemy = 0;
861 attacked_by = 0;
862}
1044 863
1045 /* Remove object from the active list */ 864void
1046 speed = 0; 865object::destroy (bool destroy_inventory)
1047 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1048 869
1049 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1050 872
1051 mortals.push_back (this); 873 attachable::destroy ();
1052} 874}
1053 875
1054/* 876/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1057 */ 879 */
1058
1059void 880void
1060sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1061{ 882{
1062 while (op != NULL) 883 while (op != NULL)
1063 { 884 {
1064 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 887
1068 op->carrying -= weight; 888 op->carrying -= weight;
1069 op = op->env; 889 op = op->env;
1070 } 890 }
1071} 891}
1072 892
1073/* remove_ob(op): 893/* op->remove ():
1074 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 898 * the previous environment.
1079 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1080 */ 900 */
1081
1082void 901void
1083remove_ob (object *op) 902object::remove ()
1084{ 903{
904 object *tmp, *last = 0;
1085 object * 905 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 906
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)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 908 return;
1104 909
1105 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1106 912
1107 if (op->more != NULL) 913 if (more)
1108 remove_ob (op->more); 914 more->remove ();
1109 915
1110 /* 916 /*
1111 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1112 * inventory. 918 * inventory.
1113 */ 919 */
1114 if (op->env != NULL) 920 if (env)
1115 { 921 {
1116 if (op->nrof) 922 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1118 else 924 else
1119 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1120 926
1121 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 929 * to save cpu time.
1124 */ 930 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 932 otmp->update_stats ();
1127 933
1128 if (op->above != NULL) 934 if (above)
1129 op->above->below = op->below; 935 above->below = below;
1130 else 936 else
1131 op->env->inv = op->below; 937 env->inv = below;
1132 938
1133 if (op->below != NULL) 939 if (below)
1134 op->below->above = op->above; 940 below->above = above;
1135 941
1136 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1139 */ 945 */
1140 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1141 op->map = op->env->map; 947 map = env->map;
1142 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1143 op->env = NULL; 949 env = 0;
1144 } 950 }
1145 else if (op->map) 951 else if (map)
1146 { 952 {
1147 x = op->x; 953 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 } 954 {
1161 955 --map->players;
1162 if (op->map != m) 956 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 */ 957 }
958
959 map->dirty = true;
1169 960
1170 /* link the object above us */ 961 /* link the object above us */
1171 if (op->above) 962 if (above)
1172 op->above->below = op->below; 963 above->below = below;
1173 else 964 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1175 966
1176 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1177 if (op->below) 968 if (below)
1178 op->below->above = op->above; 969 below->above = above;
1179 else 970 else
1180 { 971 {
1181 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1183 * evident 974 * evident
1184 */ 975 */
1185 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1186 { 977 {
1187 dump_object (op); 978 char *dump = dump_object (this);
1188 LOG (llevError, 979 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); 980 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
981 free (dump);
1190 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1192 } 985 }
1193 986
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1195 } 988 }
1196 989
1197 op->above = 0; 990 above = 0;
1198 op->below = 0; 991 below = 0;
1199 992
1200 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1201 return; 994 return;
1202 995
1203 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 997
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1207 { 999 {
1208 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1209 * being removed. 1001 * being removed.
1210 */ 1002 */
1211 1003
1212 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1213 { 1005 {
1214 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1216 * appropriately. 1008 * appropriately.
1217 */ 1009 */
1218 if (tmp->container == op) 1010 if (tmp->container == this)
1219 { 1011 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1013 tmp->container = 0;
1222 } 1014 }
1223 1015
1224 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1225 } 1018 }
1226 1019
1227 /* See if player moving off should effect something */ 1020 /* 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)) 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1024 {
1230 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1231 1026
1232 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1029 }
1237 1030
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1241 tmp->above = NULL; 1034 tmp->above = 0;
1242 1035
1243 last = tmp; 1036 last = tmp;
1244 } 1037 }
1245 1038
1246 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1041 if (!last)
1248 { 1042 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 1043 else
1258 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1259 1045
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1262 } 1048 }
1263} 1049}
1264 1050
1265/* 1051/*
1266 * merge_ob(op,top): 1052 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1275{ 1061{
1276 if (!op->nrof) 1062 if (!op->nrof)
1277 return 0; 1063 return 0;
1278 1064
1279 if (top == NULL) 1065 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1281 1068
1282 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1283 { 1070 {
1284 if (top == op) 1071 if (top == op)
1285 continue; 1072 continue;
1286 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1287 { 1075 {
1288 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1289 1077
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1080 op->destroy ();
1293 free_object (op);
1294 return top; 1081 return top;
1295 } 1082 }
1296 } 1083 }
1297 1084
1298 return NULL; 1085 return 0;
1299} 1086}
1300 1087
1301/* 1088/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1303 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1304 */ 1091 */
1305object * 1092object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1094{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1096 {
1315 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1317 } 1099 }
1318 1100
1337 * Return value: 1119 * Return value:
1338 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1122 * just 'op' otherwise
1341 */ 1123 */
1342
1343object * 1124object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1126{
1346 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1128 sint16 x, y;
1348 1129
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1350 { 1131 {
1351 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL; 1133 return NULL;
1353 } 1134 }
1354 1135
1355 if (m == NULL) 1136 if (!m)
1356 { 1137 {
1357 dump_object (op); 1138 char *dump = dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1359 return op; 1141 return op;
1360 } 1142 }
1361 1143
1362 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1363 { 1145 {
1364 dump_object (op); 1146 char *dump = dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1366#ifdef MANY_CORES 1148#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1149 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting 1150 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1151 * improperly inserted.
1370 */ 1152 */
1371 abort (); 1153 abort ();
1372#endif 1154#endif
1155 free (dump);
1373 return op; 1156 return op;
1374 } 1157 }
1375 1158
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1160 {
1378 dump_object (op); 1161 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1380 return op; 1164 return op;
1381 } 1165 }
1382 1166
1383 if (op->more != NULL) 1167 if (op->more)
1384 { 1168 {
1385 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1386 1170
1387 object *more = op->more; 1171 object *more = op->more;
1388 1172
1389 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1390 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1393 */ 1177 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map) 1180 else if (!more->map)
1397 { 1181 {
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1189 {
1406 if (!op->head) 1190 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 1192
1409 return NULL; 1193 return 0;
1410 } 1194 }
1411 } 1195 }
1412 1196
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1198
1421 y = op->y; 1205 y = op->y;
1422 1206
1423 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1424 */ 1208 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1428 { 1212 {
1429 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1214 tmp->destroy ();
1431 free_object (tmp);
1432 } 1215 }
1433 1216
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1219
1449 op->below = originator->below; 1232 op->below = originator->below;
1450 1233
1451 if (op->below) 1234 if (op->below)
1452 op->below->above = op; 1235 op->below->above = op;
1453 else 1236 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1455 1238
1456 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1457 originator->below = op; 1240 originator->below = op;
1458 } 1241 }
1459 else 1242 else
1460 { 1243 {
1461 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1463 { 1246 {
1464 object *last = NULL; 1247 object *last = 0;
1465 1248
1466 /* 1249 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1477 */ 1260 */
1478
1479 while (top != NULL) 1261 while (top)
1480 { 1262 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1264 floor = top;
1483 1265
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1505 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1289 * stacking is a bit odd.
1508 */ 1290 */
1509 if (!(flag & INS_ON_TOP) && 1291 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)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1511 { 1293 {
1512 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1296 break;
1515 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 1320
1539 if (op->above) 1321 if (op->above)
1540 op->above->below = op; 1322 op->above->below = op;
1541 1323
1542 op->below = NULL; 1324 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1544 } 1326 }
1545 else 1327 else
1546 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1547 op->above = top->above; 1329 op->above = top->above;
1548 1330
1551 1333
1552 op->below = top; 1334 op->below = top;
1553 top->above = op; 1335 top->above = op;
1554 } 1336 }
1555 1337
1556 if (op->above == NULL) 1338 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1559 1341
1560 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1561 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1562 1350
1563 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1565 */ 1353 */
1566 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1568 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1570 1358
1571 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1366 * of effect may be sufficient.
1579 */ 1367 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1582 1370
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1585 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1586 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1588 * 1378 *
1589 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1382 * update_object().
1594 1384
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1387 {
1598 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1599 return NULL; 1389 return 0;
1600 1390
1601 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1392 * walk on's.
1603 */ 1393 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1606 return NULL; 1396 return 0;
1607 } 1397 }
1608 1398
1609 return op; 1399 return op;
1610} 1400}
1611 1401
1612/* this function inserts an object in the map, but if it 1402/* 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. 1403 * 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. 1404 * op is the object to insert it under: supplies x and the map.
1615 */ 1405 */
1616void 1406void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1408{
1619 object * 1409 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1410
1624 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1625 1412
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1415 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1416
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1418
1637 tmp1->x = op->x; 1419 tmp1->x = op->x;
1638 tmp1->y = op->y; 1420 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1640} 1428}
1641 1429
1642/* 1430/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1435 * global static errmsg array.
1648 */ 1436 */
1649
1650object * 1437object *
1651get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1652{ 1439{
1653 object * 1440 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1442
1658 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1659 { 1444 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1446 return NULL;
1662 } 1447 }
1663 1448
1664 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1665 1450
1666 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1667 { 1452 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) 1453 else if (!is_removed)
1673 { 1454 {
1674 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1696 1477
1697object * 1478object *
1698decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1699{ 1480{
1700 object *tmp; 1481 object *tmp;
1701 player *pl;
1702 1482
1703 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1484 return op;
1705 1485
1706 if (i > op->nrof) 1486 if (i > op->nrof)
1707 i = op->nrof; 1487 i = op->nrof;
1708 1488
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1490 op->nrof -= i;
1711 else if (op->env != NULL) 1491 else if (op->env)
1712 { 1492 {
1713 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1714 * therein? 1494 * therein?
1715 */ 1495 */
1716 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1501 * and then searching the map for a player.
1722 */ 1502 */
1723 if (!tmp) 1503 if (!tmp)
1724 { 1504 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1727 break; 1508 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1509 }
1733 1510
1734 if (i < op->nrof) 1511 if (i < op->nrof)
1735 { 1512 {
1736 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1514 op->nrof -= i;
1738 if (tmp) 1515 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1741 }
1742 } 1517 }
1743 else 1518 else
1744 { 1519 {
1745 remove_ob (op); 1520 op->remove ();
1746 op->nrof = 0; 1521 op->nrof = 0;
1747 if (tmp) 1522 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1524 }
1752 } 1525 }
1753 else 1526 else
1754 { 1527 {
1755 object *above = op->above; 1528 object *above = op->above;
1756 1529
1757 if (i < op->nrof) 1530 if (i < op->nrof)
1758 op->nrof -= i; 1531 op->nrof -= i;
1759 else 1532 else
1760 { 1533 {
1761 remove_ob (op); 1534 op->remove ();
1762 op->nrof = 0; 1535 op->nrof = 0;
1763 } 1536 }
1764 1537
1765 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1768 { 1541 {
1769 if (op->nrof) 1542 if (op->nrof)
1770 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1771 else 1544 else
1775 1548
1776 if (op->nrof) 1549 if (op->nrof)
1777 return op; 1550 return op;
1778 else 1551 else
1779 { 1552 {
1780 free_object (op); 1553 op->destroy ();
1781 return NULL; 1554 return 0;
1782 } 1555 }
1783} 1556}
1784 1557
1785/* 1558/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1571 op->carrying += weight;
1799 op = op->env; 1572 op = op->env;
1800 } 1573 }
1801} 1574}
1802 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1803/* 1596/*
1804 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1805 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1806 * inside the object environment. 1599 * inside the object environment.
1807 * 1600 *
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 1601 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1815 */ 1603 */
1816 1604
1817object * 1605object *
1818insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1819{ 1607{
1820 object * 1608 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1609
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1611 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 1612
1844 if (op->more) 1613 if (op->more)
1845 { 1614 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1616 return op;
1849 1618
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1621 if (op->nrof)
1853 { 1622 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1856 { 1625 {
1857 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1627 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1862 */ 1631 */
1863 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1866 op = tmp; 1635 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1638 break;
1870 } 1639 }
1871 1640
1872 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1643 * (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 1644 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1645 * the linking below
1877 */ 1646 */
1878 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1879 } 1648 }
1880 else 1649 else
1881 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1882 1651
1883 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1655 otmp->update_stats ();
1888 }
1889 1656
1890 op->map = NULL; 1657 op->map = 0;
1891 op->env = where; 1658 op->env = this;
1892 op->above = NULL; 1659 op->above = 0;
1893 op->below = NULL; 1660 op->below = 0;
1894 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1895 1662
1896 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1898 { 1665 {
1899#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1904 } 1671 }
1905 1672
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1674 * It sure simplifies this function...
1908 */ 1675 */
1909 if (where->inv == NULL) 1676 if (!inv)
1910 where->inv = op; 1677 inv = op;
1911 else 1678 else
1912 { 1679 {
1913 op->below = where->inv; 1680 op->below = inv;
1914 op->below->above = op; 1681 op->below->above = op;
1915 where->inv = op; 1682 inv = op;
1916 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1917 return op; 1687 return op;
1918} 1688}
1919 1689
1920/* 1690/*
1921 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1935 * 1705 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1708 * on top.
1939 */ 1709 */
1940
1941int 1710int
1942check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1943{ 1712{
1944 object * 1713 object *tmp;
1945 tmp; 1714 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1952 1716
1953 MoveType 1717 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1718
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1720 return 0;
1960
1961 tag = op->count;
1962 1721
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1725
1982 1741
1983 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1985 */ 1744 */
1986 1745
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1747 {
1989 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1750 * we don't need to check all of them.
1992 */ 1751 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 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)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1788 {
2030 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2031 1790
2032 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2033 return 1; 1792 return 1;
2034 1793
2035 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2047/* 1806/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2051 */ 1810 */
2052
2053object * 1811object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1813{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2060 { 1815 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1817 return NULL;
2063 } 1818 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1821 if (tmp->arch == at)
2066 return tmp; 1822 return tmp;
1823
2067 return NULL; 1824 return NULL;
2068} 1825}
2069 1826
2070/* 1827/*
2071 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2074 */ 1831 */
2075
2076object * 1832object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2078{ 1834{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2083 { 1836 {
2084 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1838 return NULL;
2086 } 1839 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1842 if (tmp->type == type)
2089 return tmp; 1843 return tmp;
1844
2090 return NULL; 1845 return NULL;
2091} 1846}
2092 1847
2093/* 1848/*
2094 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2097 */ 1852 */
2098
2099object * 1853object *
2100present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2101{ 1855{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1857 if (tmp->type == type)
2107 return tmp; 1858 return tmp;
1859
2108 return NULL; 1860 return NULL;
2109} 1861}
2110 1862
2111/* 1863/*
2112 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1875 * to be unique.
2124 */ 1876 */
2125
2126object * 1877object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1879{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1882 return tmp;
2136 } 1883
2137 return NULL; 1884 return 0;
2138} 1885}
2139 1886
2140/* 1887/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2144 */ 1891 */
2145
2146object * 1892object *
2147present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2148{ 1894{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1896 if (tmp->arch == at)
2154 return tmp; 1897 return tmp;
1898
2155 return NULL; 1899 return NULL;
2156} 1900}
2157 1901
2158/* 1902/*
2159 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2160 */ 1904 */
2161void 1905void
2162flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2163{ 1907{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1908 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1910 {
2170 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2172 } 1913 }
2173} /* 1914}
1915
1916/*
2174 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2175 */ 1918 */
2176void 1919void
2177unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2178{ 1921{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1922 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1924 {
2185 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2187 } 1927 }
2188} 1928}
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2195 */ 1935 */
2196
2197void 1936void
2198set_cheat (object *op) 1937set_cheat (object *op)
2199{ 1938{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1962 * customized, changed states, etc.
2224 */ 1963 */
2225
2226int 1964int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1966{
2229 int
2230 i,
2231 index = 0, flag; 1967 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2234 1969
2235 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2236 { 1971 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 1973 if (!flag)
2239 altern[index++] = i; 1974 altern [index++] = i;
2240 1975
2241 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2248 */ 1983 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 1985 stop = maxfree[i];
2251 } 1986 }
1987
2252 if (!index) 1988 if (!index)
2253 return -1; 1989 return -1;
1990
2254 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2255} 1992}
2256 1993
2257/* 1994/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 1999 */
2263
2264int 2000int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2002{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2005 return i;
2274 } 2006
2275 return -1; 2007 return -1;
2276} 2008}
2277 2009
2278/* 2010/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2014 */
2282static void 2015static void
2283permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2284{ 2017{
2285 int 2018 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2019 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2020
2296 tmp = arr[i]; 2021 while (--end)
2297 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2023}
2301 2024
2302/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2031 */
2309void 2032void
2310get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2311{ 2034{
2312 int 2035 int i;
2313 i;
2314 2036
2315 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2038 search_arr[i] = i;
2318 }
2319 2039
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2043}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2055 * there is capable of.
2336 */ 2056 */
2337
2338int 2057int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2059{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2344 2061
2345 sint16 nx, ny; 2062 sint16 nx, ny;
2346 object * 2063 object *tmp;
2347 tmp; 2064 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2065
2351 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2352 2067
2353 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2354 { 2069 {
2366 mp = m; 2081 mp = m;
2367 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2369 2084
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2371 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2088 max = maxfree[i];
2374 }
2375 else 2089 else
2376 { 2090 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2378 2094
2379 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2096 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2384 { 2098 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2100 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))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2102 break;
2390 } 2103
2391 }
2392 if (tmp) 2104 if (tmp)
2393 {
2394 return freedir[i]; 2105 return freedir[i];
2395 }
2396 } 2106 }
2397 } 2107 }
2398 } 2108 }
2109
2399 return 0; 2110 return 0;
2400} 2111}
2401 2112
2402/* 2113/*
2403 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2115 * distance between the two given objects.
2405 */ 2116 */
2406
2407int 2117int
2408distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2409{ 2119{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2121}
2416 2122
2417/* 2123/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2421 */ 2127 */
2422
2423int 2128int
2424find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2425{ 2130{
2426 int 2131 int q;
2427 q;
2428 2132
2429 if (y) 2133 if (y)
2430 q = x * 100 / y; 2134 q = x * 100 / y;
2431 else if (x) 2135 else if (x)
2432 q = -300 * x; 2136 q = -300 * x;
2467int 2171int
2468absdir (int d) 2172absdir (int d)
2469{ 2173{
2470 while (d < 1) 2174 while (d < 1)
2471 d += 8; 2175 d += 8;
2176
2472 while (d > 8) 2177 while (d > 8)
2473 d -= 8; 2178 d -= 8;
2179
2474 return d; 2180 return d;
2475} 2181}
2476 2182
2477/* 2183/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2480 */ 2186 */
2481 2187
2482int 2188int
2483dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2484{ 2190{
2485 int 2191 int d;
2486 d;
2487 2192
2488 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2489 if (d > 4) 2194 if (d > 4)
2490 d = 8 - d; 2195 d = 8 - d;
2196
2491 return d; 2197 return d;
2492} 2198}
2493 2199
2494/* peterm: 2200/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2207 * functions.
2502 */ 2208 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2264 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2562 */ 2266 */
2563
2564
2565int 2267int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2269{
2568 sint16 dx, dy; 2270 sint16 dx, dy;
2569 int
2570 mflags; 2271 int mflags;
2571 2272
2572 if (dir < 0) 2273 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2574 2275
2575 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2588 return 0; 2289 return 0;
2589 2290
2590 /* yes, can see. */ 2291 /* yes, can see. */
2591 if (dir < 9) 2292 if (dir < 9)
2592 return 1; 2293 return 1;
2294
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 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]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2298}
2596
2597
2598 2299
2599/* 2300/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (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)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2317}
2617 2318
2618
2619/* 2319/*
2620 * create clone from object to another 2320 * create clone from object to another
2621 */ 2321 */
2622object * 2322object *
2623object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2624{ 2324{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2326
2628 if (!asrc) 2327 if (!asrc)
2629 return NULL; 2328 return 0;
2329
2630 src = asrc; 2330 src = asrc;
2631 if (src->head) 2331 if (src->head)
2632 src = src->head; 2332 src = src->head;
2633 2333
2634 prev = NULL; 2334 prev = 0;
2635 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2636 { 2336 {
2637 tmp = get_object (); 2337 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2338 tmp->x -= src->x;
2640 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2641 if (!part->head) 2341 if (!part->head)
2642 { 2342 {
2643 dst = tmp; 2343 dst = tmp;
2644 tmp->head = NULL; 2344 tmp->head = 0;
2645 } 2345 }
2646 else 2346 else
2647 {
2648 tmp->head = dst; 2347 tmp->head = dst;
2649 } 2348
2650 tmp->more = NULL; 2349 tmp->more = 0;
2350
2651 if (prev) 2351 if (prev)
2652 prev->more = tmp; 2352 prev->more = tmp;
2353
2653 prev = tmp; 2354 prev = tmp;
2654 } 2355 }
2655 2356
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2359
2662 return dst; 2360 return dst;
2663} 2361}
2664 2362
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. */ 2363/* 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 */ 2364/* 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, */ 2365/* 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. */ 2366/* 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. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2369object *
2687load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2688{ 2371{
2689 object * 2372 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2693 2374
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2376
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2698 2378
2699 if (tempfile == NULL) 2379 if (tempfile == NULL)
2700 { 2380 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2382 return NULL;
2703 } 2383 }
2704 2384
2705 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2386 fclose (tempfile);
2707 2387
2708 op = get_object (); 2388 op = object::create ();
2709 2389
2710 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2711 2391
2712 if (thawer) 2392 if (thawer)
2713 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2403 * returns NULL if no match.
2724 */ 2404 */
2725object * 2405object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2407{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2410 return tmp;
2734 2411
2735 return NULL; 2412 return 0;
2736} 2413}
2737 2414
2738/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2416 * otherwise return NULL.
2740 * 2417 *
2742 * do the desired thing. 2419 * do the desired thing.
2743 */ 2420 */
2744key_value * 2421key_value *
2745get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2746{ 2423{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2425 if (link->key == key)
2753 {
2754 return link; 2426 return link;
2755 }
2756 }
2757 2427
2758 return NULL; 2428 return 0;
2759} 2429}
2760 2430
2761/* 2431/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2433 *
2803 * Returns TRUE on success. 2473 * Returns TRUE on success.
2804 */ 2474 */
2805int 2475int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2477{
2808 key_value *
2809 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2810 2479
2811 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2481 {
2813 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2814 { 2483 {
2842 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2843 2512
2844 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2845 2514
2846 if (!add_key) 2515 if (!add_key)
2847 {
2848 return FALSE; 2516 return FALSE;
2849 } 2517
2850 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2854 * should pass in "" 2522 * should pass in ""
2903 } 2571 }
2904 else 2572 else
2905 item = item->env; 2573 item = item->env;
2906} 2574}
2907 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2908// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2909const char * 2606const char *
2910object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2911{ 2608{
2609 char flagdesc[512];
2912 char info2[256 * 3]; 2610 char info2[256 * 4];
2913 char *p = info; 2611 char *p = info;
2914 2612
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2916 count, 2614 count, uuid.seq,
2917 &name, 2615 &name,
2918 title ? " " : "", 2616 title ? "\",title:" : "",
2919 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2920 2619
2921 if (env) 2620 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2622
2924 if (map) 2623 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2625
2927 return info; 2626 return info;
2928} 2627}
2929 2628
2930const char * 2629const char *
2931object::debug_desc () const 2630object::debug_desc () const
2932{ 2631{
2933 static char info[256 * 3]; 2632 static char info[256 * 4];
2934 return debug_desc (info); 2633 return debug_desc (info);
2935} 2634}
2936 2635

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