ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 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; 680 assert (!count);//D
938 uuid = gen_uuid (); 681 uuid = gen_uuid ();
939 682
940 prev = 0; 683 refcnt_inc ();
941 next = objects; 684 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 685}
948 686
949void object::unlink () 687void object::unlink ()
950{ 688{
951 //count = 0;//D 689 assert (count);//D
952 if (!prev && !next) return;//D 690 objects.erase (this);
691 refcnt_dec ();
692}
953 693
954 if (this == objects) 694void
955 objects = next; 695object::activate ()
696{
697 /* If already on active list, don't do anything */
698 if (active)
699 return;
956 700
957 /* Remove this object from the list of used objects */ 701 if (has_active_speed ())
958 if (prev) prev->next = next; 702 actives.insert (this);
959 if (next) next->prev = prev; 703}
960 704
961 prev = 0; 705void
962 next = 0; 706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
721 */
722void
723object::deactivate ()
724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
728
729 actives.erase (this);
730}
731
732void
733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
737
738 deactivate ();
739}
740
741void
742object::set_flag_inv (int flag, int value)
743{
744 for (object *op = inv; op; op = op->below)
745 {
746 op->flag [flag] = value;
747 op->set_flag_inv (flag, value);
748 }
749}
750
751/*
752 * Remove and free all objects in the inventory of the given object.
753 * object.c ?
754 */
755void
756object::destroy_inv (bool drop_to_ground)
757{
758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
766 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects
768 * drop on that space.
769 */
770 if (!drop_to_ground
771 || !map
772 || map->in_memory != MAP_IN_MEMORY
773 || ms ().move_block == MOVE_ALL)
774 {
775 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy ();
779 }
780 }
781 else
782 { /* Put objects in inventory onto this space */
783 while (inv)
784 {
785 object *op = inv;
786
787 if (op->flag [FLAG_STARTEQUIP]
788 || op->flag [FLAG_NO_DROP]
789 || op->type == RUNE
790 || op->type == TRAP
791 || op->flag [FLAG_IS_A_TEMPLATE]
792 || op->flag [FLAG_DESTROY_ON_DEATH])
793 op->destroy ();
794 else
795 map->insert (op, x, y);
796 }
797 }
963} 798}
964 799
965object *object::create () 800object *object::create ()
966{ 801{
967 object *op = new object; 802 object *op = new object;
968 op->link (); 803 op->link ();
969 return op; 804 return op;
970} 805}
971 806
972/* 807void
973 * free_object() frees everything allocated by an object, removes 808object::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{ 809{
984 if (QUERY_FLAG (this, FLAG_FREED)) 810 if (flag [FLAG_IS_LINKED])
811 remove_button_link (this);
812
813 if (flag [FLAG_FRIENDLY])
814 remove_friendly_object (this);
815
816 if (!flag [FLAG_REMOVED])
817 remove ();
818
819 if (flag [FLAG_FREED])
985 return; 820 return;
986 821
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 822 set_speed (0);
988 remove_friendly_object (this);
989 823
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 824 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 825
993 SET_FLAG (this, FLAG_FREED); 826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
994 853
995 if (more) 854 if (more)
996 { 855 {
997 more->free (free_inventory); 856 more->destroy ();
998 more = 0; 857 more = 0;
999 } 858 }
1000 859
1001 if (inv) 860 // 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; 861 owner = 0;
862 enemy = 0;
863 attacked_by = 0;
864}
1044 865
1045 /* Remove object from the active list */ 866void
1046 speed = 0; 867object::destroy (bool destroy_inventory)
1047 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1048 871
1049 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1050 874
1051 mortals.push_back (this); 875 attachable::destroy ();
1052} 876}
1053 877
1054/* 878/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1057 */ 881 */
1058
1059void 882void
1060sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1061{ 884{
1062 while (op != NULL) 885 while (op != NULL)
1063 { 886 {
1064 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 889
1068 op->carrying -= weight; 890 op->carrying -= weight;
1069 op = op->env; 891 op = op->env;
1070 } 892 }
1071} 893}
1072 894
1073/* remove_ob(op): 895/* op->remove ():
1074 * This function removes the object op from the linked list of objects 896 * 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 897 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 900 * the previous environment.
1079 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1080 */ 902 */
1081
1082void 903void
1083remove_ob (object *op) 904object::remove ()
1084{ 905{
906 object *tmp, *last = 0;
1085 object * 907 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 908
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)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 910 return;
1104 911
1105 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1106 914
1107 if (op->more != NULL) 915 if (more)
1108 remove_ob (op->more); 916 more->remove ();
1109 917
1110 /* 918 /*
1111 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1112 * inventory. 920 * inventory.
1113 */ 921 */
1114 if (op->env != NULL) 922 if (env)
1115 { 923 {
1116 if (op->nrof) 924 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1118 else 926 else
1119 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1120 928
1121 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 931 * to save cpu time.
1124 */ 932 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 934 otmp->update_stats ();
1127 935
1128 if (op->above != NULL) 936 if (above)
1129 op->above->below = op->below; 937 above->below = below;
1130 else 938 else
1131 op->env->inv = op->below; 939 env->inv = below;
1132 940
1133 if (op->below != NULL) 941 if (below)
1134 op->below->above = op->above; 942 below->above = above;
1135 943
1136 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1139 */ 947 */
1140 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1141 op->map = op->env->map; 949 map = env->map;
1142 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1143 op->env = NULL; 951 env = 0;
1144 } 952 }
1145 else if (op->map) 953 else if (map)
1146 { 954 {
1147 x = op->x; 955 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 } 956 {
1161 957 --map->players;
1162 if (op->map != m) 958 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 */ 959 }
960
961 map->dirty = true;
1169 962
1170 /* link the object above us */ 963 /* link the object above us */
1171 if (op->above) 964 if (above)
1172 op->above->below = op->below; 965 above->below = below;
1173 else 966 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1175 968
1176 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1177 if (op->below) 970 if (below)
1178 op->below->above = op->above; 971 below->above = above;
1179 else 972 else
1180 { 973 {
1181 /* Nothing below, which means we need to relink map object for this space 974 /* 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 975 * use translated coordinates in case some oddness with map tiling is
1183 * evident 976 * evident
1184 */ 977 */
1185 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1186 { 979 {
1187 dump_object (op); 980 char *dump = dump_object (this);
1188 LOG (llevError, 981 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); 982 "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);
983 free (dump);
1190 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1192 } 987 }
1193 988
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1195 } 990 }
1196 991
1197 op->above = 0; 992 above = 0;
1198 op->below = 0; 993 below = 0;
1199 994
1200 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1201 return; 996 return;
1202 997
1203 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 999
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1207 { 1001 {
1208 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1209 * being removed. 1003 * being removed.
1210 */ 1004 */
1211 1005
1212 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1213 { 1007 {
1214 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1216 * appropriately. 1010 * appropriately.
1217 */ 1011 */
1218 if (tmp->container == op) 1012 if (tmp->container == this)
1219 { 1013 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1015 tmp->container = 0;
1222 } 1016 }
1223 1017
1224 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1225 } 1020 }
1226 1021
1227 /* See if player moving off should effect something */ 1022 /* 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)) 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1026 {
1230 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1231 1028
1232 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1031 }
1237 1032
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1241 tmp->above = NULL; 1036 tmp->above = 0;
1242 1037
1243 last = tmp; 1038 last = tmp;
1244 } 1039 }
1245 1040
1246 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1043 if (!last)
1248 { 1044 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 1045 else
1258 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1259 1047
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1262 } 1050 }
1263} 1051}
1264 1052
1265/* 1053/*
1266 * merge_ob(op,top): 1054 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1275{ 1063{
1276 if (!op->nrof) 1064 if (!op->nrof)
1277 return 0; 1065 return 0;
1278 1066
1279 if (top == NULL) 1067 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1281 1070
1282 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1283 { 1072 {
1284 if (top == op) 1073 if (top == op)
1285 continue; 1074 continue;
1286 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1287 { 1077 {
1288 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1289 1079
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1082 op->destroy ();
1293 free_object (op);
1294 return top; 1083 return top;
1295 } 1084 }
1296 } 1085 }
1297 1086
1298 return NULL; 1087 return 0;
1299} 1088}
1300 1089
1301/* 1090/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1303 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1304 */ 1093 */
1305object * 1094object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1096{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1098 {
1315 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1317 } 1101 }
1318 1102
1337 * Return value: 1121 * Return value:
1338 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1124 * just 'op' otherwise
1341 */ 1125 */
1342
1343object * 1126object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1128{
1346 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1130 sint16 x, y;
1348 1131
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1350 { 1133 {
1351 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL; 1135 return NULL;
1353 } 1136 }
1354 1137
1355 if (m == NULL) 1138 if (!m)
1356 { 1139 {
1357 dump_object (op); 1140 char *dump = dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1359 return op; 1143 return op;
1360 } 1144 }
1361 1145
1362 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1363 { 1147 {
1364 dump_object (op); 1148 char *dump = dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1366#ifdef MANY_CORES 1150#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1151 /* 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 1152 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1153 * improperly inserted.
1370 */ 1154 */
1371 abort (); 1155 abort ();
1372#endif 1156#endif
1157 free (dump);
1373 return op; 1158 return op;
1374 } 1159 }
1375 1160
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1162 {
1378 dump_object (op); 1163 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1380 return op; 1166 return op;
1381 } 1167 }
1382 1168
1383 if (op->more != NULL) 1169 if (op->more)
1384 { 1170 {
1385 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1386 1172
1387 object *more = op->more; 1173 object *more = op->more;
1388 1174
1389 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1390 * we set the map, that doesn't work if the location is within 1176 * 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 1177 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1393 */ 1179 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map) 1182 else if (!more->map)
1397 { 1183 {
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1191 {
1406 if (!op->head) 1192 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 1194
1409 return NULL; 1195 return 0;
1410 } 1196 }
1411 } 1197 }
1412 1198
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1200
1421 y = op->y; 1207 y = op->y;
1422 1208
1423 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1424 */ 1210 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1428 { 1214 {
1429 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1216 tmp->destroy ();
1431 free_object (tmp);
1432 } 1217 }
1433 1218
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1221
1449 op->below = originator->below; 1234 op->below = originator->below;
1450 1235
1451 if (op->below) 1236 if (op->below)
1452 op->below->above = op; 1237 op->below->above = op;
1453 else 1238 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1455 1240
1456 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1457 originator->below = op; 1242 originator->below = op;
1458 } 1243 }
1459 else 1244 else
1460 { 1245 {
1461 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1463 { 1248 {
1464 object *last = NULL; 1249 object *last = 0;
1465 1250
1466 /* 1251 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1254 * 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 1258 * 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 1259 * 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 1260 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1477 */ 1262 */
1478
1479 while (top != NULL) 1263 while (top)
1480 { 1264 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1266 floor = top;
1483 1267
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 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 1289 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1291 * stacking is a bit odd.
1508 */ 1292 */
1509 if (!(flag & INS_ON_TOP) && 1293 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)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1511 { 1295 {
1512 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1298 break;
1515 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 1322
1539 if (op->above) 1323 if (op->above)
1540 op->above->below = op; 1324 op->above->below = op;
1541 1325
1542 op->below = NULL; 1326 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1544 } 1328 }
1545 else 1329 else
1546 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1547 op->above = top->above; 1331 op->above = top->above;
1548 1332
1551 1335
1552 op->below = top; 1336 op->below = top;
1553 top->above = op; 1337 top->above = op;
1554 } 1338 }
1555 1339
1556 if (op->above == NULL) 1340 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1559 1343
1560 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1561 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1562 1352
1563 /* If we have a floor, we know the player, if any, will be above 1353 /* 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. 1354 * it, so save a few ticks and start from there.
1565 */ 1355 */
1566 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1568 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1570 1360
1571 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1362 * 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 1363 * 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 1364 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1368 * of effect may be sufficient.
1579 */ 1369 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1582 1372
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1585 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1586 /* Don't know if moving this to the end will break anything. However, 1378 /* 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. 1379 * we want to have floorbox_update called before calling this.
1588 * 1380 *
1589 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1384 * update_object().
1594 1386
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* 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) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1389 {
1598 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1599 return NULL; 1391 return 0;
1600 1392
1601 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1394 * walk on's.
1603 */ 1395 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1606 return NULL; 1398 return 0;
1607 } 1399 }
1608 1400
1609 return op; 1401 return op;
1610} 1402}
1611 1403
1612/* this function inserts an object in the map, but if it 1404/* 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. 1405 * 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. 1406 * op is the object to insert it under: supplies x and the map.
1615 */ 1407 */
1616void 1408void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1410{
1619 object * 1411 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1412
1624 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1625 1414
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1417 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1418
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1420
1637 tmp1->x = op->x; 1421 tmp1->x = op->x;
1638 tmp1->y = op->y; 1422 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1640} 1430}
1641 1431
1642/* 1432/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * 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 1434 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1437 * global static errmsg array.
1648 */ 1438 */
1649
1650object * 1439object *
1651get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1652{ 1441{
1653 object * 1442 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1444
1658 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1659 { 1446 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1448 return NULL;
1662 } 1449 }
1663 1450
1664 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1665 1452
1666 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1667 { 1454 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) 1455 else if (!is_removed)
1673 { 1456 {
1674 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1696 1479
1697object * 1480object *
1698decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1699{ 1482{
1700 object *tmp; 1483 object *tmp;
1701 player *pl;
1702 1484
1703 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1486 return op;
1705 1487
1706 if (i > op->nrof) 1488 if (i > op->nrof)
1707 i = op->nrof; 1489 i = op->nrof;
1708 1490
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1492 op->nrof -= i;
1711 else if (op->env != NULL) 1493 else if (op->env)
1712 { 1494 {
1713 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1714 * therein? 1496 * therein?
1715 */ 1497 */
1716 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1503 * and then searching the map for a player.
1722 */ 1504 */
1723 if (!tmp) 1505 if (!tmp)
1724 { 1506 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1727 break; 1510 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1511 }
1733 1512
1734 if (i < op->nrof) 1513 if (i < op->nrof)
1735 { 1514 {
1736 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1516 op->nrof -= i;
1738 if (tmp) 1517 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1741 }
1742 } 1519 }
1743 else 1520 else
1744 { 1521 {
1745 remove_ob (op); 1522 op->remove ();
1746 op->nrof = 0; 1523 op->nrof = 0;
1747 if (tmp) 1524 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1526 }
1752 } 1527 }
1753 else 1528 else
1754 { 1529 {
1755 object *above = op->above; 1530 object *above = op->above;
1756 1531
1757 if (i < op->nrof) 1532 if (i < op->nrof)
1758 op->nrof -= i; 1533 op->nrof -= i;
1759 else 1534 else
1760 { 1535 {
1761 remove_ob (op); 1536 op->remove ();
1762 op->nrof = 0; 1537 op->nrof = 0;
1763 } 1538 }
1764 1539
1765 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1768 { 1543 {
1769 if (op->nrof) 1544 if (op->nrof)
1770 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1771 else 1546 else
1775 1550
1776 if (op->nrof) 1551 if (op->nrof)
1777 return op; 1552 return op;
1778 else 1553 else
1779 { 1554 {
1780 free_object (op); 1555 op->destroy ();
1781 return NULL; 1556 return 0;
1782 } 1557 }
1783} 1558}
1784 1559
1785/* 1560/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1573 op->carrying += weight;
1799 op = op->env; 1574 op = op->env;
1800 } 1575 }
1801} 1576}
1802 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1803/* 1598/*
1804 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1805 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1806 * inside the object environment. 1601 * inside the object environment.
1807 * 1602 *
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 1603 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1815 */ 1605 */
1816 1606
1817object * 1607object *
1818insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1819{ 1609{
1820 object * 1610 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1611
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1613 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 1614
1844 if (op->more) 1615 if (op->more)
1845 { 1616 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1618 return op;
1849 1620
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1623 if (op->nrof)
1853 { 1624 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1856 { 1627 {
1857 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1629 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1862 */ 1633 */
1863 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1866 op = tmp; 1637 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1640 break;
1870 } 1641 }
1871 1642
1872 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1645 * (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 1646 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1647 * the linking below
1877 */ 1648 */
1878 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1879 } 1650 }
1880 else 1651 else
1881 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1882 1653
1883 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1657 otmp->update_stats ();
1888 }
1889 1658
1890 op->map = NULL; 1659 op->map = 0;
1891 op->env = where; 1660 op->env = this;
1892 op->above = NULL; 1661 op->above = 0;
1893 op->below = NULL; 1662 op->below = 0;
1894 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1895 1664
1896 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1898 { 1667 {
1899#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1904 } 1673 }
1905 1674
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1676 * It sure simplifies this function...
1908 */ 1677 */
1909 if (where->inv == NULL) 1678 if (!inv)
1910 where->inv = op; 1679 inv = op;
1911 else 1680 else
1912 { 1681 {
1913 op->below = where->inv; 1682 op->below = inv;
1914 op->below->above = op; 1683 op->below->above = op;
1915 where->inv = op; 1684 inv = op;
1916 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1917 return op; 1689 return op;
1918} 1690}
1919 1691
1920/* 1692/*
1921 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1935 * 1707 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1710 * on top.
1939 */ 1711 */
1940
1941int 1712int
1942check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1943{ 1714{
1944 object * 1715 object *tmp;
1945 tmp; 1716 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1952 1718
1953 MoveType 1719 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1720
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1722 return 0;
1960
1961 tag = op->count;
1962 1723
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 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); 1725 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); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1727
1982 1743
1983 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1985 */ 1746 */
1986 1747
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1749 {
1989 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1752 * we don't need to check all of them.
1992 */ 1753 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 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)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1790 {
2030 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2031 1792
2032 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2033 return 1; 1794 return 1;
2034 1795
2035 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2047/* 1808/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2051 */ 1812 */
2052
2053object * 1813object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1815{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2060 { 1817 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1819 return NULL;
2063 } 1820 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1823 if (tmp->arch == at)
2066 return tmp; 1824 return tmp;
1825
2067 return NULL; 1826 return NULL;
2068} 1827}
2069 1828
2070/* 1829/*
2071 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2074 */ 1833 */
2075
2076object * 1834object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2078{ 1836{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2083 { 1838 {
2084 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1840 return NULL;
2086 } 1841 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1844 if (tmp->type == type)
2089 return tmp; 1845 return tmp;
1846
2090 return NULL; 1847 return NULL;
2091} 1848}
2092 1849
2093/* 1850/*
2094 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2097 */ 1854 */
2098
2099object * 1855object *
2100present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2101{ 1857{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1859 if (tmp->type == type)
2107 return tmp; 1860 return tmp;
1861
2108 return NULL; 1862 return NULL;
2109} 1863}
2110 1864
2111/* 1865/*
2112 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1874 * 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 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1877 * to be unique.
2124 */ 1878 */
2125
2126object * 1879object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1881{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1884 return tmp;
2136 } 1885
2137 return NULL; 1886 return 0;
2138} 1887}
2139 1888
2140/* 1889/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2144 */ 1893 */
2145
2146object * 1894object *
2147present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2148{ 1896{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1898 if (tmp->arch == at)
2154 return tmp; 1899 return tmp;
1900
2155 return NULL; 1901 return NULL;
2156} 1902}
2157 1903
2158/* 1904/*
2159 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2160 */ 1906 */
2161void 1907void
2162flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2163{ 1909{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1910 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1912 {
2170 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2172 } 1915 }
2173} /* 1916}
1917
1918/*
2174 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2175 */ 1920 */
2176void 1921void
2177unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2178{ 1923{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1924 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1926 {
2185 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2187 } 1929 }
2188} 1930}
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for 1935 * 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. 1936 * him/her-self and all object carried by a call to this function.
2195 */ 1937 */
2196
2197void 1938void
2198set_cheat (object *op) 1939set_cheat (object *op)
2199{ 1940{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * 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 1962 * 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 1963 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1964 * customized, changed states, etc.
2224 */ 1965 */
2225
2226int 1966int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1968{
2229 int
2230 i,
2231 index = 0, flag; 1969 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2234 1971
2235 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2236 { 1973 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 1975 if (!flag)
2239 altern[index++] = i; 1976 altern [index++] = i;
2240 1977
2241 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* 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. 1979 * 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 - 1980 * 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 1981 * 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 1982 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2248 */ 1985 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 1987 stop = maxfree[i];
2251 } 1988 }
1989
2252 if (!index) 1990 if (!index)
2253 return -1; 1991 return -1;
1992
2254 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2255} 1994}
2256 1995
2257/* 1996/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 1999 * 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. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2001 */
2263
2264int 2002int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2004{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2007 return i;
2274 } 2008
2275 return -1; 2009 return -1;
2276} 2010}
2277 2011
2278/* 2012/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2016 */
2282static void 2017static void
2283permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2284{ 2019{
2285 int 2020 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2021 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2022
2296 tmp = arr[i]; 2023 while (--end)
2297 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2025}
2301 2026
2302/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2028 * 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 2029 * 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. 2032 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2033 */
2309void 2034void
2310get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2311{ 2036{
2312 int 2037 int i;
2313 i;
2314 2038
2315 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2040 search_arr[i] = i;
2318 }
2319 2041
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2045}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * 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 2055 * 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 2056 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2057 * there is capable of.
2336 */ 2058 */
2337
2338int 2059int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2061{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2344 2063
2345 sint16 nx, ny; 2064 sint16 nx, ny;
2346 object * 2065 object *tmp;
2347 tmp; 2066 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2067
2351 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2352 2069
2353 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2354 { 2071 {
2366 mp = m; 2083 mp = m;
2367 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2369 2086
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2371 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2090 max = maxfree[i];
2374 }
2375 else 2091 else
2376 { 2092 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2378 2096
2379 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2098 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2384 { 2100 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2102 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))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2104 break;
2390 } 2105
2391 }
2392 if (tmp) 2106 if (tmp)
2393 {
2394 return freedir[i]; 2107 return freedir[i];
2395 }
2396 } 2108 }
2397 } 2109 }
2398 } 2110 }
2111
2399 return 0; 2112 return 0;
2400} 2113}
2401 2114
2402/* 2115/*
2403 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2117 * distance between the two given objects.
2405 */ 2118 */
2406
2407int 2119int
2408distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2409{ 2121{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2123}
2416 2124
2417/* 2125/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * 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 2127 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2421 */ 2129 */
2422
2423int 2130int
2424find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2425{ 2132{
2426 int 2133 int q;
2427 q;
2428 2134
2429 if (y) 2135 if (y)
2430 q = x * 100 / y; 2136 q = x * 100 / y;
2431 else if (x) 2137 else if (x)
2432 q = -300 * x; 2138 q = -300 * x;
2467int 2173int
2468absdir (int d) 2174absdir (int d)
2469{ 2175{
2470 while (d < 1) 2176 while (d < 1)
2471 d += 8; 2177 d += 8;
2178
2472 while (d > 8) 2179 while (d > 8)
2473 d -= 8; 2180 d -= 8;
2181
2474 return d; 2182 return d;
2475} 2183}
2476 2184
2477/* 2185/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2480 */ 2188 */
2481 2189
2482int 2190int
2483dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2484{ 2192{
2485 int 2193 int d;
2486 d;
2487 2194
2488 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2489 if (d > 4) 2196 if (d > 4)
2490 d = 8 - d; 2197 d = 8 - d;
2198
2491 return d; 2199 return d;
2492} 2200}
2493 2201
2494/* peterm: 2202/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * 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 2206 * 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. 2207 * 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 2208 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2209 * functions.
2502 */ 2210 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2266 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2562 */ 2268 */
2563
2564
2565int 2269int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2271{
2568 sint16 dx, dy; 2272 sint16 dx, dy;
2569 int
2570 mflags; 2273 int mflags;
2571 2274
2572 if (dir < 0) 2275 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2574 2277
2575 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2588 return 0; 2291 return 0;
2589 2292
2590 /* yes, can see. */ 2293 /* yes, can see. */
2591 if (dir < 9) 2294 if (dir < 9)
2592 return 1; 2295 return 1;
2296
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 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]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2300}
2596
2597
2598 2301
2599/* 2302/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2303 * 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 2304 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (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)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2319}
2617 2320
2618
2619/* 2321/*
2620 * create clone from object to another 2322 * create clone from object to another
2621 */ 2323 */
2622object * 2324object *
2623object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2624{ 2326{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2328
2628 if (!asrc) 2329 if (!asrc)
2629 return NULL; 2330 return 0;
2331
2630 src = asrc; 2332 src = asrc;
2631 if (src->head) 2333 if (src->head)
2632 src = src->head; 2334 src = src->head;
2633 2335
2634 prev = NULL; 2336 prev = 0;
2635 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2636 { 2338 {
2637 tmp = get_object (); 2339 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2340 tmp->x -= src->x;
2640 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2641 if (!part->head) 2343 if (!part->head)
2642 { 2344 {
2643 dst = tmp; 2345 dst = tmp;
2644 tmp->head = NULL; 2346 tmp->head = 0;
2645 } 2347 }
2646 else 2348 else
2647 {
2648 tmp->head = dst; 2349 tmp->head = dst;
2649 } 2350
2650 tmp->more = NULL; 2351 tmp->more = 0;
2352
2651 if (prev) 2353 if (prev)
2652 prev->more = tmp; 2354 prev->more = tmp;
2355
2653 prev = tmp; 2356 prev = tmp;
2654 } 2357 }
2655 2358
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2361
2662 return dst; 2362 return dst;
2663} 2363}
2664 2364
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. */ 2365/* 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 */ 2366/* 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, */ 2367/* 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. */ 2368/* 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. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2371object *
2687load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2688{ 2373{
2689 object * 2374 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2693 2376
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2378
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2698 2380
2699 if (tempfile == NULL) 2381 if (tempfile == NULL)
2700 { 2382 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2384 return NULL;
2703 } 2385 }
2704 2386
2705 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2388 fclose (tempfile);
2707 2389
2708 op = get_object (); 2390 op = object::create ();
2709 2391
2710 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2711 2393
2712 if (thawer) 2394 if (thawer)
2713 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2405 * returns NULL if no match.
2724 */ 2406 */
2725object * 2407object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2409{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2412 return tmp;
2734 2413
2735 return NULL; 2414 return 0;
2736} 2415}
2737 2416
2738/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2418 * otherwise return NULL.
2740 * 2419 *
2742 * do the desired thing. 2421 * do the desired thing.
2743 */ 2422 */
2744key_value * 2423key_value *
2745get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2746{ 2425{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2427 if (link->key == key)
2753 {
2754 return link; 2428 return link;
2755 }
2756 }
2757 2429
2758 return NULL; 2430 return 0;
2759} 2431}
2760 2432
2761/* 2433/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2435 *
2803 * Returns TRUE on success. 2475 * Returns TRUE on success.
2804 */ 2476 */
2805int 2477int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2479{
2808 key_value *
2809 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2810 2481
2811 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2483 {
2813 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2814 { 2485 {
2842 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2843 2514
2844 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2845 2516
2846 if (!add_key) 2517 if (!add_key)
2847 {
2848 return FALSE; 2518 return FALSE;
2849 } 2519
2850 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2854 * should pass in "" 2524 * should pass in ""
2903 } 2573 }
2904 else 2574 else
2905 item = item->env; 2575 item = item->env;
2906} 2576}
2907 2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2908// return a suitable string describing an objetc in enough detail to find it 2607// return a suitable string describing an object in enough detail to find it
2909const char * 2608const char *
2910object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2911{ 2610{
2611 char flagdesc[512];
2912 char info2[256 * 3]; 2612 char info2[256 * 4];
2913 char *p = info; 2613 char *p = info;
2914 2614
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2916 count, 2616 count, uuid.seq,
2917 &name, 2617 &name,
2918 title ? " " : "", 2618 title ? "\",title:" : "",
2919 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2920 2621
2921 if (env) 2622 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2624
2924 if (map) 2625 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2627
2927 return info; 2628 return info;
2928} 2629}
2929 2630
2930const char * 2631const char *
2931object::debug_desc () const 2632object::debug_desc () const
2932{ 2633{
2933 static char info[256 * 3]; 2634 static char info[256 * 4];
2934 return debug_desc (info); 2635 return debug_desc (info);
2935} 2636}
2936 2637

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines