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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117 195
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 430}
458 431
459/* 432/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 434 * skill and experience objects.
494 } 467 }
495 468
496 op->key_values = 0; 469 op->key_values = 0;
497} 470}
498 471
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 472/*
552 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 478 * will point at garbage.
558 */ 479 */
559void 480void
560copy_object (object *op2, object *op) 481object::copy_to (object *dst)
561{ 482{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 485
565 op2->clone (op); 486 *(object_copy *)dst = *this;
566 487
567 if (is_freed) 488 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
569 if (is_removed) 491 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
571 493
572 if (op2->speed < 0) 494 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 496
575 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
576 if (op2->key_values) 498 if (key_values)
577 { 499 {
578 key_value *tail = 0; 500 key_value *tail = 0;
579 key_value *i; 501 key_value *i;
580 502
581 op->key_values = 0; 503 dst->key_values = 0;
582 504
583 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
584 { 506 {
585 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
586 508
587 new_link->next = 0; 509 new_link->next = 0;
588 new_link->key = i->key; 510 new_link->key = i->key;
589 new_link->value = i->value; 511 new_link->value = i->value;
590 512
591 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
592 if (!op->key_values) 514 if (!dst->key_values)
593 { 515 {
594 op->key_values = new_link; 516 dst->key_values = new_link;
595 tail = new_link; 517 tail = new_link;
596 } 518 }
597 else 519 else
598 { 520 {
599 tail->next = new_link; 521 tail->next = new_link;
600 tail = new_link; 522 tail = new_link;
601 } 523 }
602 } 524 }
603 } 525 }
604 526
605 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
606} 536}
607 537
608/* 538/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
624 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
627 */ 557 */
628void 558void
629update_ob_speed (object *op) 559object::set_speed (float speed)
630{ 560{
631 extern int arch_init; 561 extern int arch_init;
632 562
633 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated. 564 * since they never really need to be updated.
635 */ 565 */
636 566 if (flag [FLAG_FREED] && speed)
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 567 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 569 speed = 0;
644#endif
645 } 570 }
571
572 this->speed = speed;
646 573
647 if (arch_init) 574 if (arch_init)
648 return; 575 return;
649 576
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
651 { 578 {
652 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
654 return; 581 return;
655 582
656 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
657 * of the list. */ 584 * of the list. */
658 op->active_next = active_objects; 585 active_next = active_objects;
659 586
660 if (op->active_next != NULL) 587 if (active_next)
661 op->active_next->active_prev = op; 588 active_next->active_prev = this;
662 589
663 active_objects = op; 590 active_objects = this;
664 } 591 }
665 else 592 else
666 { 593 {
667 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
669 return; 596 return;
670 597
671 if (op->active_prev == NULL) 598 if (!active_prev)
672 { 599 {
673 active_objects = op->active_next; 600 active_objects = active_next;
674 601
675 if (op->active_next != NULL) 602 if (active_next)
676 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
677 } 604 }
678 else 605 else
679 { 606 {
680 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
681 608
682 if (op->active_next) 609 if (active_next)
683 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
684 } 611 }
685 612
686 op->active_next = NULL; 613 active_next = 0;
687 op->active_prev = NULL; 614 active_prev = 0;
688 } 615 }
689} 616}
690 617
691/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
692 * objects. 619 * objects.
718 op->active_next = NULL; 645 op->active_next = NULL;
719 op->active_prev = NULL; 646 op->active_prev = NULL;
720} 647}
721 648
722/* 649/*
723 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 653 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
730 * 657 *
731 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 659 * current action are:
737 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
742 */ 665 */
743
744void 666void
745update_object (object *op, int action) 667update_object (object *op, int action)
746{ 668{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
749 670
750 if (op == NULL) 671 if (op == NULL)
751 { 672 {
752 /* this should never happen */ 673 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 675 return;
755 } 676 }
756 677
757 if (op->env != NULL) 678 if (op->env)
758 { 679 {
759 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
760 * to do in this case. 681 * to do in this case.
761 */ 682 */
762 return; 683 return;
767 */ 688 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 690 return;
770 691
771 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 694 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 696#ifdef MANY_CORES
776 abort (); 697 abort ();
777#endif 698#endif
778 return; 699 return;
779 } 700 }
780 701
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
788 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
789 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 719 * to have move_allow right now.
813 */ 720 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 723 m.flags_ = P_NEED_UPDATE;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 724 }
820 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 727 * that is being removed.
823 */ 728 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
826 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
828 else 733 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 735
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 736 if (op->more)
838 update_object (op->more, action); 737 update_object (op->more, action);
839} 738}
840 739
841static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
842static std::vector<object *> freed; 741object *object::first;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859 742
860object::object () 743object::object ()
861{ 744{
862 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
863 746
864 expmul = 1.0; 747 expmul = 1.0;
865 face = blank_face; 748 face = blank_face;
866 attacked_by_count = -1;
867} 749}
868 750
869object::~object () 751object::~object ()
870{ 752{
871 free_key_values (this); 753 free_key_values (this);
872} 754}
873 755
874void object::link () 756void object::link ()
875{ 757{
876 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
877 760
878 prev = 0; 761 prev = 0;
879 next = objects; 762 next = object::first;
880 763
881 if (objects) 764 if (object::first)
882 objects->prev = this; 765 object::first->prev = this;
883 766
884 objects = this; 767 object::first = this;
885} 768}
886 769
887void object::unlink () 770void object::unlink ()
888{ 771{
889 count = 0; 772 if (this == object::first)
773 object::first = next;
890 774
891 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
895 prev = 0; 779 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0; 780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
902 } 798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
903 810
904 if (this == objects) 811 if (op->flag [FLAG_STARTEQUIP]
905 objects = next; 812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
906} 826}
907 827
908object *object::create () 828object *object::create ()
909{ 829{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 830 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 831 op->link ();
924 return op; 832 return op;
925} 833}
926 834
927/* 835void
928 * free_object() frees everything allocated by an object, removes 836object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 837{
939 if (QUERY_FLAG (this, FLAG_FREED)) 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
840
841 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this);
843
844 if (!flag [FLAG_REMOVED])
845 remove ();
846
847 if (flag [FLAG_FREED])
940 return; 848 return;
941 849
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 850 set_speed (0);
943 remove_friendly_object (this);
944 851
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 flag [FLAG_FREED] = 1;
946 remove_ob (this);
947 853
948 SET_FLAG (this, FLAG_FREED); 854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
872 }
873
874 map = freed_map;
875 x = 1;
876 y = 1;
877 }
878
879 head = 0;
949 880
950 if (more) 881 if (more)
951 { 882 {
952 more->free (free_inventory); 883 more->destroy ();
953 more = 0; 884 more = 0;
954 } 885 }
955 886
956 if (inv) 887 // clear those pointers that likely might have circular references to us
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0; 888 owner = 0;
889 enemy = 0;
890 attacked_by = 0;
999 891
1000 /* Remove object from the active list */ 892 // only relevant for players(?), but make sure of it anyways
1001 speed = 0; 893 contr = 0;
1002 update_ob_speed (this); 894}
1003 895
1004 unlink (); 896void
897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
900 return;
1005 901
1006 mortals.push_back (this); 902 if (destroy_inventory)
903 destroy_inv (false);
904
905 attachable::destroy ();
1007} 906}
1008 907
1009/* 908/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1012 */ 911 */
1013
1014void 912void
1015sub_weight (object *op, signed long weight) 913sub_weight (object *op, signed long weight)
1016{ 914{
1017 while (op != NULL) 915 while (op != NULL)
1018 { 916 {
1019 if (op->type == CONTAINER) 917 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 919
1023 op->carrying -= weight; 920 op->carrying -= weight;
1024 op = op->env; 921 op = op->env;
1025 } 922 }
1026} 923}
1027 924
1028/* remove_ob(op): 925/* op->remove ():
1029 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 930 * the previous environment.
1034 * Beware: This function is called from the editor as well! 931 * Beware: This function is called from the editor as well!
1035 */ 932 */
1036
1037void 933void
1038remove_ob (object *op) 934object::remove ()
1039{ 935{
936 object *tmp, *last = 0;
1040 object * 937 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 938
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 940 return;
1059 941
1060 SET_FLAG (op, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1061 944
1062 if (op->more != NULL) 945 if (more)
1063 remove_ob (op->more); 946 more->remove ();
1064 947
1065 /* 948 /*
1066 * In this case, the object to be removed is in someones 949 * In this case, the object to be removed is in someones
1067 * inventory. 950 * inventory.
1068 */ 951 */
1069 if (op->env != NULL) 952 if (env)
1070 { 953 {
1071 if (op->nrof) 954 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 955 sub_weight (env, weight * nrof);
1073 else 956 else
1074 sub_weight (op->env, op->weight + op->carrying); 957 sub_weight (env, weight + carrying);
1075 958
1076 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 961 * to save cpu time.
1079 */ 962 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 964 otmp->update_stats ();
1082 965
1083 if (op->above != NULL) 966 if (above != NULL)
1084 op->above->below = op->below; 967 above->below = below;
1085 else 968 else
1086 op->env->inv = op->below; 969 env->inv = below;
1087 970
1088 if (op->below != NULL) 971 if (below != NULL)
1089 op->below->above = op->above; 972 below->above = above;
1090 973
1091 /* we set up values so that it could be inserted into 974 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 975 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 976 * to the caller to decide what we want to do.
1094 */ 977 */
1095 op->x = op->env->x, op->y = op->env->y; 978 x = env->x, y = env->y;
1096 op->map = op->env->map; 979 map = env->map;
1097 op->above = NULL, op->below = NULL; 980 above = 0, below = 0;
1098 op->env = NULL; 981 env = 0;
1099 } 982 }
1100 else if (op->map) 983 else if (map)
1101 { 984 {
1102 x = op->x;
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 }
1116
1117 if (op->map != m)
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had 985 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about 986 * lots of logic for things we no longer care about
1123 */ 987 */
1124 988
1125 /* link the object above us */ 989 /* link the object above us */
1126 if (op->above) 990 if (above)
1127 op->above->below = op->below; 991 above->below = below;
1128 else 992 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 993 map->at (x, y).top = below; /* we were top, set new top */
1130 994
1131 /* Relink the object below us, if there is one */ 995 /* Relink the object below us, if there is one */
1132 if (op->below) 996 if (below)
1133 op->below->above = op->above; 997 below->above = above;
1134 else 998 else
1135 { 999 {
1136 /* Nothing below, which means we need to relink map object for this space 1000 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 1001 * use translated coordinates in case some oddness with map tiling is
1138 * evident 1002 * evident
1139 */ 1003 */
1140 if (GET_MAP_OB (m, x, y) != op) 1004 if (GET_MAP_OB (map, x, y) != this)
1141 { 1005 {
1142 dump_object (op); 1006 char *dump = dump_object (this);
1143 LOG (llevError, 1007 LOG (llevError,
1144 "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); 1008 "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);
1009 free (dump);
1145 dump_object (GET_MAP_OB (m, x, y)); 1010 dump = dump_object (GET_MAP_OB (map, x, y));
1146 LOG (llevError, "%s\n", errmsg); 1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1147 } 1013 }
1148 1014
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1015 map->at (x, y).bot = above; /* goes on above it. */
1150 } 1016 }
1151 1017
1152 op->above = 0; 1018 above = 0;
1153 op->below = 0; 1019 below = 0;
1154 1020
1155 if (op->map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1156 return; 1022 return;
1157 1023
1158 tag = op->count; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1025
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1162 { 1027 {
1163 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1164 * being removed. 1029 * being removed.
1165 */ 1030 */
1166 1031
1167 if (tmp->type == PLAYER && tmp != op) 1032 if (tmp->type == PLAYER && tmp != this)
1168 { 1033 {
1169 /* If a container that the player is currently using somehow gets 1034 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1171 * appropriately. 1036 * appropriately.
1172 */ 1037 */
1173 if (tmp->container == op) 1038 if (tmp->container == this)
1174 { 1039 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1041 tmp->container = 0;
1177 } 1042 }
1178 1043
1179 tmp->contr->socket.update_look = 1; 1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1180 } 1046 }
1181 1047
1182 /* See if player moving off should effect something */ 1048 /* See if player moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1049 if (check_walk_off
1050 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1052 {
1185 move_apply (tmp, op, NULL); 1053 move_apply (tmp, this, 0);
1186 1054
1187 if (was_destroyed (op, tag)) 1055 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1057 }
1192 1058
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1060
1195 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1196 tmp->above = NULL; 1062 tmp->above = 0;
1197 1063
1198 last = tmp; 1064 last = tmp;
1199 } 1065 }
1200 1066
1201 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL of there are no objects on this space */
1202 if (last == NULL) 1068 if (!last)
1203 { 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1070 else
1213 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1214 1072
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1217 } 1075 }
1218} 1076}
1219 1077
1220/* 1078/*
1221 * merge_ob(op,top): 1079 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1081 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1082 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1083 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1084 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1085 */
1228
1229object * 1086object *
1230merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1231{ 1088{
1232 if (!op->nrof) 1089 if (!op->nrof)
1233 return 0; 1090 return 0;
1234 1091
1235 if (top == NULL) 1092 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1237 1095
1238 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1239 { 1097 {
1240 if (top == op) 1098 if (top == op)
1241 continue; 1099 continue;
1242 if (CAN_MERGE (op, top)) 1100
1101 if (object::can_merge (op, top))
1243 { 1102 {
1244 top->nrof += op->nrof; 1103 top->nrof += op->nrof;
1245 1104
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1107 op->destroy ();
1249 free_object (op);
1250 return top; 1108 return top;
1251 } 1109 }
1252 } 1110 }
1253 1111
1254 return NULL; 1112 return 0;
1255} 1113}
1256 1114
1257/* 1115/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1259 * job preparing multi-part monsters 1117 * job preparing multi-part monsters
1260 */ 1118 */
1261object * 1119object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1121{
1264 object *tmp; 1122 object *tmp;
1265 1123
1266 if (op->head) 1124 if (op->head)
1267 op = op->head; 1125 op = op->head;
1293 * Return value: 1151 * Return value:
1294 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1154 * just 'op' otherwise
1297 */ 1155 */
1298
1299object * 1156object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1158{
1302 object *tmp, *top, *floor = NULL; 1159 object *tmp, *top, *floor = NULL;
1303 sint16 x, y; 1160 sint16 x, y;
1304 1161
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1162 if (QUERY_FLAG (op, FLAG_FREED))
1308 return NULL; 1165 return NULL;
1309 } 1166 }
1310 1167
1311 if (m == NULL) 1168 if (m == NULL)
1312 { 1169 {
1313 dump_object (op); 1170 char *dump = dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1315 return op; 1173 return op;
1316 } 1174 }
1317 1175
1318 if (out_of_map (m, op->x, op->y)) 1176 if (out_of_map (m, op->x, op->y))
1319 { 1177 {
1320 dump_object (op); 1178 char *dump = dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1322#ifdef MANY_CORES 1180#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1181 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1182 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1183 * improperly inserted.
1326 */ 1184 */
1327 abort (); 1185 abort ();
1328#endif 1186#endif
1187 free (dump);
1329 return op; 1188 return op;
1330 } 1189 }
1331 1190
1332 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 { 1192 {
1334 dump_object (op); 1193 char *dump = dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1336 return op; 1196 return op;
1337 } 1197 }
1338 1198
1339 if (op->more != NULL) 1199 if (op->more)
1340 { 1200 {
1341 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1342 1202
1343 object *more = op->more; 1203 object *more = op->more;
1344 1204
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 { 1221 {
1362 if (!op->head) 1222 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1224
1365 return NULL; 1225 return 0;
1366 } 1226 }
1367 } 1227 }
1368 1228
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1230
1378 1238
1379 /* this has to be done after we translate the coordinates. 1239 /* this has to be done after we translate the coordinates.
1380 */ 1240 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1241 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1243 if (object::can_merge (op, tmp))
1384 { 1244 {
1385 op->nrof += tmp->nrof; 1245 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1246 tmp->destroy ();
1387 free_object (tmp);
1388 } 1247 }
1389 1248
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1250 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1251
1405 op->below = originator->below; 1264 op->below = originator->below;
1406 1265
1407 if (op->below) 1266 if (op->below)
1408 op->below->above = op; 1267 op->below->above = op;
1409 else 1268 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1269 op->ms ().bot = op;
1411 1270
1412 /* since *below* originator, no need to update top */ 1271 /* since *below* originator, no need to update top */
1413 originator->below = op; 1272 originator->below = op;
1414 } 1273 }
1415 else 1274 else
1461 * If INS_ON_TOP is used, don't do this processing 1320 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1321 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1322 * stacking is a bit odd.
1464 */ 1323 */
1465 if (!(flag & INS_ON_TOP) && 1324 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 { 1326 {
1468 for (last = top; last != floor; last = last->below) 1327 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1329 break;
1471 /* Check to see if we found the object that blocks view, 1330 /* Check to see if we found the object that blocks view,
1494 1353
1495 if (op->above) 1354 if (op->above)
1496 op->above->below = op; 1355 op->above->below = op;
1497 1356
1498 op->below = NULL; 1357 op->below = NULL;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1358 op->ms ().bot = op;
1500 } 1359 }
1501 else 1360 else
1502 { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1503 op->above = top->above; 1362 op->above = top->above;
1504 1363
1508 op->below = top; 1367 op->below = top;
1509 top->above = op; 1368 top->above = op;
1510 } 1369 }
1511 1370
1512 if (op->above == NULL) 1371 if (op->above == NULL)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1372 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1515 1374
1516 if (op->type == PLAYER) 1375 if (op->type == PLAYER)
1517 op->contr->do_los = 1; 1376 op->contr->do_los = 1;
1518 1377
1519 /* If we have a floor, we know the player, if any, will be above 1378 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1379 * it, so save a few ticks and start from there.
1521 */ 1380 */
1522 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1382 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1384 pl->contr->ns->floorbox_update ();
1526 1385
1527 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1387 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1388 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1389 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1534 * of effect may be sufficient. 1393 * of effect may be sufficient.
1535 */ 1394 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1538 1397
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1541 1400
1401 INVOKE_OBJECT (INSERT, op);
1402
1542 /* Don't know if moving this to the end will break anything. However, 1403 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1404 * we want to have floorbox_update called before calling this.
1544 * 1405 *
1545 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1407 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1408 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1409 * update_object().
1550 1411
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1414 {
1554 if (check_move_on (op, originator)) 1415 if (check_move_on (op, originator))
1555 return NULL; 1416 return 0;
1556 1417
1557 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1419 * walk on's.
1559 */ 1420 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1562 return NULL; 1423 return 0;
1563 } 1424 }
1564 1425
1565 return op; 1426 return op;
1566} 1427}
1567 1428
1568/* this function inserts an object in the map, but if it 1429/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1430 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1431 * op is the object to insert it under: supplies x and the map.
1571 */ 1432 */
1572void 1433void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1435{
1575 object * 1436 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1437
1580 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1581 1439
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1442 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1443
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1444 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1445
1593 tmp1->x = op->x; 1446 tmp1->x = op->x;
1594 tmp1->y = op->y; 1447 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1448 insert_ob_in_map (tmp1, op->map, op, 0);
1596} 1449}
1604 */ 1457 */
1605 1458
1606object * 1459object *
1607get_split_ob (object *orig_ob, uint32 nr) 1460get_split_ob (object *orig_ob, uint32 nr)
1608{ 1461{
1609 object * 1462 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1464
1614 if (orig_ob->nrof < nr) 1465 if (orig_ob->nrof < nr)
1615 { 1466 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1468 return NULL;
1618 } 1469 }
1619 1470
1620 newob = object_create_clone (orig_ob); 1471 newob = object_create_clone (orig_ob);
1621 1472
1622 if ((orig_ob->nrof -= nr) < 1) 1473 if ((orig_ob->nrof -= nr) < 1)
1623 { 1474 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1475 else if (!is_removed)
1629 { 1476 {
1630 if (orig_ob->env != NULL) 1477 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1652 1499
1653object * 1500object *
1654decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1655{ 1502{
1656 object *tmp; 1503 object *tmp;
1657 player *pl;
1658 1504
1659 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1506 return op;
1661 1507
1662 if (i > op->nrof) 1508 if (i > op->nrof)
1663 i = op->nrof; 1509 i = op->nrof;
1664 1510
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1512 op->nrof -= i;
1667 else if (op->env != NULL) 1513 else if (op->env)
1668 { 1514 {
1669 /* is this object in the players inventory, or sub container 1515 /* is this object in the players inventory, or sub container
1670 * therein? 1516 * therein?
1671 */ 1517 */
1672 tmp = is_player_inv (op->env); 1518 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1519 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1520 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1523 * and then searching the map for a player.
1678 */ 1524 */
1679 if (!tmp) 1525 if (!tmp)
1680 { 1526 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1683 break; 1530 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1531 }
1689 1532
1690 if (i < op->nrof) 1533 if (i < op->nrof)
1691 { 1534 {
1692 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1536 op->nrof -= i;
1694 if (tmp) 1537 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1697 }
1698 } 1539 }
1699 else 1540 else
1700 { 1541 {
1701 remove_ob (op); 1542 op->remove ();
1702 op->nrof = 0; 1543 op->nrof = 0;
1703 if (tmp) 1544 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1546 }
1708 } 1547 }
1709 else 1548 else
1710 { 1549 {
1711 object *above = op->above; 1550 object *above = op->above;
1712 1551
1713 if (i < op->nrof) 1552 if (i < op->nrof)
1714 op->nrof -= i; 1553 op->nrof -= i;
1715 else 1554 else
1716 { 1555 {
1717 remove_ob (op); 1556 op->remove ();
1718 op->nrof = 0; 1557 op->nrof = 0;
1719 } 1558 }
1720 1559
1721 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1562 if (tmp->type == PLAYER)
1724 { 1563 {
1725 if (op->nrof) 1564 if (op->nrof)
1726 esrv_send_item (tmp, op); 1565 esrv_send_item (tmp, op);
1727 else 1566 else
1731 1570
1732 if (op->nrof) 1571 if (op->nrof)
1733 return op; 1572 return op;
1734 else 1573 else
1735 { 1574 {
1736 free_object (op); 1575 op->destroy ();
1737 return NULL; 1576 return 0;
1738 } 1577 }
1739} 1578}
1740 1579
1741/* 1580/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1754 op->carrying += weight; 1593 op->carrying += weight;
1755 op = op->env; 1594 op = op->env;
1756 } 1595 }
1757} 1596}
1758 1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1606 return op;
1607 }
1608
1609 if (where->head)
1610 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1614
1615 return where->insert (op);
1616}
1617
1759/* 1618/*
1760 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1761 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1762 * inside the object environment. 1621 * inside the object environment.
1763 * 1622 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1771 */ 1625 */
1772 1626
1773object * 1627object *
1774insert_ob_in_ob (object *op, object *where) 1628object::insert (object *op)
1775{ 1629{
1776 object * 1630 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1631
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1633 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1634
1800 if (op->more) 1635 if (op->more)
1801 { 1636 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1638 return op;
1805 1640
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1643 if (op->nrof)
1809 { 1644 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1646 if (object::can_merge (tmp, op))
1812 { 1647 {
1813 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1649 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1818 */ 1653 */
1819 add_weight (where, op->weight * op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1822 op = tmp; 1657 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1660 break;
1826 } 1661 }
1827 1662
1828 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1665 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1666 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1667 * the linking below
1833 */ 1668 */
1834 add_weight (where, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1835 } 1670 }
1836 else 1671 else
1837 add_weight (where, (op->weight + op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1838 1673
1839 otmp = is_player_inv (where); 1674 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1675 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1677 otmp->update_stats ();
1844 }
1845 1678
1846 op->map = NULL; 1679 op->map = 0;
1847 op->env = where; 1680 op->env = this;
1848 op->above = NULL; 1681 op->above = 0;
1849 op->below = NULL; 1682 op->below = 0;
1850 op->x = 0, op->y = 0; 1683 op->x = 0, op->y = 0;
1851 1684
1852 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1686 if ((op->glow_radius != 0) && map)
1854 { 1687 {
1855#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1691 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1692 update_all_los (map, x, y);
1860 } 1693 }
1861 1694
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1696 * It sure simplifies this function...
1864 */ 1697 */
1865 if (where->inv == NULL) 1698 if (!inv)
1866 where->inv = op; 1699 inv = op;
1867 else 1700 else
1868 { 1701 {
1869 op->below = where->inv; 1702 op->below = inv;
1870 op->below->above = op; 1703 op->below->above = op;
1871 where->inv = op; 1704 inv = op;
1872 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1873 return op; 1709 return op;
1874} 1710}
1875 1711
1876/* 1712/*
1877 * Checks if any objects has a move_type that matches objects 1713 * Checks if any objects has a move_type that matches objects
1895 */ 1731 */
1896 1732
1897int 1733int
1898check_move_on (object *op, object *originator) 1734check_move_on (object *op, object *originator)
1899{ 1735{
1900 object * 1736 object *tmp;
1901 tmp; 1737 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1738 int x = op->x, y = op->y;
1908 1739
1909 MoveType 1740 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1741
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1742 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1743 return 0;
1916
1917 tag = op->count;
1918 1744
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1745 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1746 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1747 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1748
1938 1764
1939 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1941 */ 1767 */
1942 1768
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1944 { 1770 {
1945 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1773 * we don't need to check all of them.
1948 */ 1774 */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1810 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1811 {
1986 move_apply (tmp, op, originator); 1812 move_apply (tmp, op, originator);
1987 1813
1988 if (was_destroyed (op, tag)) 1814 if (op->destroyed ())
1989 return 1; 1815 return 1;
1990 1816
1991 /* what the person/creature stepped onto has moved the object 1817 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1818 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1819 * have a feeling strange problems would result.
2003/* 1829/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2007 */ 1833 */
2008
2009object * 1834object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1835present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1836{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1837 if (m == NULL || out_of_map (m, x, y))
2016 { 1838 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1840 return NULL;
2019 } 1841 }
1842
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2021 if (tmp->arch == at) 1844 if (tmp->arch == at)
2022 return tmp; 1845 return tmp;
1846
2023 return NULL; 1847 return NULL;
2024} 1848}
2025 1849
2026/* 1850/*
2027 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2030 */ 1854 */
2031
2032object * 1855object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1856present (unsigned char type, maptile *m, int x, int y)
2034{ 1857{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1858 if (out_of_map (m, x, y))
2039 { 1859 {
2040 LOG (llevError, "Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1861 return NULL;
2042 } 1862 }
1863
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2044 if (tmp->type == type) 1865 if (tmp->type == type)
2045 return tmp; 1866 return tmp;
1867
2046 return NULL; 1868 return NULL;
2047} 1869}
2048 1870
2049/* 1871/*
2050 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
2053 */ 1875 */
2054
2055object * 1876object *
2056present_in_ob (unsigned char type, const object *op) 1877present_in_ob (unsigned char type, const object *op)
2057{ 1878{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1880 if (tmp->type == type)
2063 return tmp; 1881 return tmp;
1882
2064 return NULL; 1883 return NULL;
2065} 1884}
2066 1885
2067/* 1886/*
2068 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1895 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1896 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1897 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1898 * to be unique.
2080 */ 1899 */
2081
2082object * 1900object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1901present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1902{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1905 return tmp;
2092 } 1906
2093 return NULL; 1907 return 0;
2094} 1908}
2095 1909
2096/* 1910/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
2100 */ 1914 */
2101
2102object * 1915object *
2103present_arch_in_ob (const archetype *at, const object *op) 1916present_arch_in_ob (const archetype *at, const object *op)
2104{ 1917{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1919 if (tmp->arch == at)
2110 return tmp; 1920 return tmp;
1921
2111 return NULL; 1922 return NULL;
2112} 1923}
2113 1924
2114/* 1925/*
2115 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
2116 */ 1927 */
2117void 1928void
2118flag_inv (object *op, int flag) 1929flag_inv (object *op, int flag)
2119{ 1930{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1931 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1933 {
2126 SET_FLAG (tmp, flag); 1934 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1935 flag_inv (tmp, flag);
2128 } 1936 }
2129} /* 1937}
1938
1939/*
2130 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
2131 */ 1941 */
2132void 1942void
2133unflag_inv (object *op, int flag) 1943unflag_inv (object *op, int flag)
2134{ 1944{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1945 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1947 {
2141 CLEAR_FLAG (tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1949 unflag_inv (tmp, flag);
2143 } 1950 }
2144} 1951}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 1956 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 1957 * him/her-self and all object carried by a call to this function.
2151 */ 1958 */
2152
2153void 1959void
2154set_cheat (object *op) 1960set_cheat (object *op)
2155{ 1961{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1982 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1983 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 1984 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 1985 * customized, changed states, etc.
2180 */ 1986 */
2181
2182int 1987int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 1989{
2185 int
2186 i,
2187 index = 0, flag; 1990 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2190 1992
2191 for (i = start; i < stop; i++) 1993 for (int i = start; i < stop; i++)
2192 { 1994 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 1996 if (!flag)
2195 altern[index++] = i; 1997 altern [index++] = i;
2196 1998
2197 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2000 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2001 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2002 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2003 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2204 */ 2006 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 2008 stop = maxfree[i];
2207 } 2009 }
2010
2208 if (!index) 2011 if (!index)
2209 return -1; 2012 return -1;
2013
2210 return altern[RANDOM () % index]; 2014 return altern[RANDOM () % index];
2211} 2015}
2212 2016
2213/* 2017/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2022 */
2219
2220int 2023int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2025{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2028 return i;
2230 } 2029
2231 return -1; 2030 return -1;
2232} 2031}
2233 2032
2234/* 2033/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2037 */
2238static void 2038static void
2239permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2240{ 2040{
2241 int 2041 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2042 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2043
2252 tmp = arr[i]; 2044 while (--end)
2253 arr[i] = arr[j]; 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2046}
2257 2047
2258/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2054 */
2265void 2055void
2266get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2267{ 2057{
2268 int 2058 int i;
2269 i;
2270 2059
2271 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2061 search_arr[i] = i;
2274 }
2275 2062
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2066}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2078 * there is capable of.
2292 */ 2079 */
2293
2294int 2080int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2082{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2300 2084
2301 sint16 nx, ny; 2085 sint16 nx, ny;
2302 object * 2086 object *tmp;
2303 tmp; 2087 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2088
2307 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2308 2090
2309 if (exclude && exclude->head) 2091 if (exclude && exclude->head)
2310 { 2092 {
2322 mp = m; 2104 mp = m;
2323 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2325 2107
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2327 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2111 max = maxfree[i];
2330 }
2331 else 2112 else
2332 { 2113 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2334 2117
2335 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2119 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2340 { 2121 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2125 break;
2346 } 2126
2347 }
2348 if (tmp) 2127 if (tmp)
2349 {
2350 return freedir[i]; 2128 return freedir[i];
2351 }
2352 } 2129 }
2353 } 2130 }
2354 } 2131 }
2132
2355 return 0; 2133 return 0;
2356} 2134}
2357 2135
2358/* 2136/*
2359 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2138 * distance between the two given objects.
2361 */ 2139 */
2362
2363int 2140int
2364distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2365{ 2142{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2144}
2372 2145
2373/* 2146/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2377 */ 2150 */
2378
2379int 2151int
2380find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2381{ 2153{
2382 int 2154 int q;
2383 q;
2384 2155
2385 if (y) 2156 if (y)
2386 q = x * 100 / y; 2157 q = x * 100 / y;
2387 else if (x) 2158 else if (x)
2388 q = -300 * x; 2159 q = -300 * x;
2423int 2194int
2424absdir (int d) 2195absdir (int d)
2425{ 2196{
2426 while (d < 1) 2197 while (d < 1)
2427 d += 8; 2198 d += 8;
2199
2428 while (d > 8) 2200 while (d > 8)
2429 d -= 8; 2201 d -= 8;
2202
2430 return d; 2203 return d;
2431} 2204}
2432 2205
2433/* 2206/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 */ 2209 */
2437 2210
2438int 2211int
2439dirdiff (int dir1, int dir2) 2212dirdiff (int dir1, int dir2)
2440{ 2213{
2441 int 2214 int d;
2442 d;
2443 2215
2444 d = abs (dir1 - dir2); 2216 d = abs (dir1 - dir2);
2445 if (d > 4) 2217 if (d > 4)
2446 d = 8 - d; 2218 d = 8 - d;
2219
2447 return d; 2220 return d;
2448} 2221}
2449 2222
2450/* peterm: 2223/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2227 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2228 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2229 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2230 * functions.
2458 */ 2231 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2287 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2518 */ 2289 */
2519
2520
2521int 2290int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2292{
2524 sint16 dx, dy; 2293 sint16 dx, dy;
2525 int
2526 mflags; 2294 int mflags;
2527 2295
2528 if (dir < 0) 2296 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2530 2298
2531 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2544 return 0; 2312 return 0;
2545 2313
2546 /* yes, can see. */ 2314 /* yes, can see. */
2547 if (dir < 9) 2315 if (dir < 9)
2548 return 1; 2316 return 1;
2317
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2321}
2552
2553
2554 2322
2555/* 2323/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2324 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2325 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2340}
2573 2341
2574
2575/* 2342/*
2576 * create clone from object to another 2343 * create clone from object to another
2577 */ 2344 */
2578object * 2345object *
2579object_create_clone (object *asrc) 2346object_create_clone (object *asrc)
2580{ 2347{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2348 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2349
2584 if (!asrc) 2350 if (!asrc)
2585 return NULL; 2351 return 0;
2352
2586 src = asrc; 2353 src = asrc;
2587 if (src->head) 2354 if (src->head)
2588 src = src->head; 2355 src = src->head;
2589 2356
2590 prev = NULL; 2357 prev = 0;
2591 for (part = src; part; part = part->more) 2358 for (part = src; part; part = part->more)
2592 { 2359 {
2593 tmp = get_object (); 2360 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2361 tmp->x -= src->x;
2596 tmp->y -= src->y; 2362 tmp->y -= src->y;
2363
2597 if (!part->head) 2364 if (!part->head)
2598 { 2365 {
2599 dst = tmp; 2366 dst = tmp;
2600 tmp->head = NULL; 2367 tmp->head = 0;
2601 } 2368 }
2602 else 2369 else
2603 {
2604 tmp->head = dst; 2370 tmp->head = dst;
2605 } 2371
2606 tmp->more = NULL; 2372 tmp->more = 0;
2373
2607 if (prev) 2374 if (prev)
2608 prev->more = tmp; 2375 prev->more = tmp;
2376
2609 prev = tmp; 2377 prev = tmp;
2610 } 2378 }
2611 2379
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2380 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2381 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2382
2618 return dst; 2383 return dst;
2619} 2384}
2620 2385
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */ 2386/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */ 2387/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */ 2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */ 2389/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2641
2642object * 2392object *
2643load_object_str (const char *obstr) 2393load_object_str (const char *obstr)
2644{ 2394{
2645 object * 2395 object *op;
2646 op;
2647 char
2648 filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2649 2397
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651 2399
2652 FILE *
2653 tempfile = fopen (filename, "w"); 2400 FILE *tempfile = fopen (filename, "w");
2654 2401
2655 if (tempfile == NULL) 2402 if (tempfile == NULL)
2656 { 2403 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n"); 2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL; 2405 return NULL;
2659 }; 2406 }
2407
2660 fprintf (tempfile, obstr); 2408 fprintf (tempfile, obstr);
2661 fclose (tempfile); 2409 fclose (tempfile);
2662 2410
2663 op = get_object (); 2411 op = object::create ();
2664 2412
2665 object_thawer thawer (filename); 2413 object_thawer thawer (filename);
2666 2414
2667 if (thawer) 2415 if (thawer)
2668 load_object (thawer, op, 0); 2416 load_object (thawer, op, 0);
2678 * returns NULL if no match. 2426 * returns NULL if no match.
2679 */ 2427 */
2680object * 2428object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2430{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2432 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2433 return tmp;
2689 2434
2690 return NULL; 2435 return 0;
2691} 2436}
2692 2437
2693/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2439 * otherwise return NULL.
2695 * 2440 *
2697 * do the desired thing. 2442 * do the desired thing.
2698 */ 2443 */
2699key_value * 2444key_value *
2700get_ob_key_link (const object *ob, const char *key) 2445get_ob_key_link (const object *ob, const char *key)
2701{ 2446{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2447 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2448 if (link->key == key)
2708 {
2709 return link; 2449 return link;
2710 }
2711 }
2712 2450
2713 return NULL; 2451 return 0;
2714} 2452}
2715 2453
2716/* 2454/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2456 *
2721 * The returned string is shared. 2459 * The returned string is shared.
2722 */ 2460 */
2723const char * 2461const char *
2724get_ob_key_value (const object *op, const char *const key) 2462get_ob_key_value (const object *op, const char *const key)
2725{ 2463{
2726 key_value * 2464 key_value *link;
2727 link; 2465 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2466
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2467 if (!canonical_key)
2734 { 2468 {
2735 /* 1. There being a field named key on any object 2469 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2470 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2471 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2472 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2473 */
2740 return NULL; 2474 return 0;
2741 } 2475 }
2742 2476
2743 /* This is copied from get_ob_key_link() above - 2477 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2478 * only 4 lines, and saves the function call overhead.
2745 */ 2479 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2480 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2481 if (link->key == canonical_key)
2749 {
2750 return link->value; 2482 return link->value;
2751 } 2483
2752 }
2753 return NULL; 2484 return 0;
2754} 2485}
2755 2486
2756 2487
2757/* 2488/*
2758 * Updates the canonical_key in op to value. 2489 * Updates the canonical_key in op to value.
2765 * Returns TRUE on success. 2496 * Returns TRUE on success.
2766 */ 2497 */
2767int 2498int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2500{
2770 key_value *
2771 field = NULL, *last = NULL; 2501 key_value *field = NULL, *last = NULL;
2772 2502
2773 for (field = op->key_values; field != NULL; field = field->next) 2503 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2504 {
2775 if (field->key != canonical_key) 2505 if (field->key != canonical_key)
2776 { 2506 {
2804 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2805 2535
2806 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2807 2537
2808 if (!add_key) 2538 if (!add_key)
2809 {
2810 return FALSE; 2539 return FALSE;
2811 } 2540
2812 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2816 * should pass in "" 2545 * should pass in ""
2844 shstr key_ (key); 2573 shstr key_ (key);
2845 2574
2846 return set_ob_key_value_s (op, key_, value, add_key); 2575 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2576}
2848 2577
2578object::depth_iterator::depth_iterator (object *container)
2579: iterator_base (container)
2580{
2581 while (item->inv)
2582 item = item->inv;
2583}
2584
2849void 2585void
2850object::deep_iterator::next () 2586object::depth_iterator::next ()
2851{ 2587{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2588 if (item->below)
2589 {
2855 item = item->below; 2590 item = item->below;
2591
2592 while (item->inv)
2593 item = item->inv;
2594 }
2856 else 2595 else
2857 item = item->env->below; 2596 item = item->env;
2858} 2597}
2598
2599// return a suitable string describing an objetc in enough detail to find it
2600const char *
2601object::debug_desc (char *info) const
2602{
2603 char info2[256 * 3];
2604 char *p = info;
2605
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2607 count,
2608 &name,
2609 title ? " " : "",
2610 title ? (const char *)title : "");
2611
2612 if (env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614
2615 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2617
2618 return info;
2619}
2620
2621const char *
2622object::debug_desc () const
2623{
2624 static char info[256 * 3];
2625 return debug_desc (info);
2626}
2627

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