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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
554 } 464 }
555 465
556 op->key_values = 0; 466 op->key_values = 0;
557} 467}
558 468
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 469/*
611 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 475 * will point at garbage.
617 */ 476 */
618void 477void
619copy_object (object *op2, object *op) 478object::copy_to (object *dst)
620{ 479{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 482
624 op2->clone (op); 483 *(object_copy *)dst = *this;
625 484
626 if (is_freed) 485 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
628 if (is_removed) 488 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
630 490
631 if (op2->speed < 0) 491 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 493
634 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
635 if (op2->key_values) 495 if (key_values)
636 { 496 {
637 key_value *tail = 0; 497 key_value *tail = 0;
638 key_value *i; 498 key_value *i;
639 499
640 op->key_values = 0; 500 dst->key_values = 0;
641 501
642 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
643 { 503 {
644 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
645 505
646 new_link->next = 0; 506 new_link->next = 0;
647 new_link->key = i->key; 507 new_link->key = i->key;
648 new_link->value = i->value; 508 new_link->value = i->value;
649 509
650 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
651 if (!op->key_values) 511 if (!dst->key_values)
652 { 512 {
653 op->key_values = new_link; 513 dst->key_values = new_link;
654 tail = new_link; 514 tail = new_link;
655 } 515 }
656 else 516 else
657 { 517 {
658 tail->next = new_link; 518 tail->next = new_link;
659 tail = new_link; 519 tail = new_link;
660 } 520 }
661 } 521 }
662 } 522 }
663 523
664 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
665} 533}
666 534
667/* 535/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
671 */ 539 */
672
673void 540void
674update_turn_face (object *op) 541update_turn_face (object *op)
675{ 542{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 544 return;
545
678 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
680} 548}
681 549
682/* 550/*
683 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
686 */ 554 */
687void 555void
688update_ob_speed (object *op) 556object::set_speed (float speed)
689{ 557{
690 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 559 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 561 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 562 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 563
715 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 565
719 if (op->active_next != NULL) 566 if (has_active_speed ())
720 op->active_next->active_prev = op; 567 activate ();
721
722 active_objects = op;
723 }
724 else 568 else
725 { 569 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 570}
749 571
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 572/*
782 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 576 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
789 * 580 *
790 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 582 * current action are:
796 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
801 */ 588 */
802
803void 589void
804update_object (object *op, int action) 590update_object (object *op, int action)
805{ 591{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
808 593
809 if (op == NULL) 594 if (op == NULL)
810 { 595 {
811 /* this should never happen */ 596 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 598 return;
814 } 599 }
815 600
816 if (op->env != NULL) 601 if (op->env)
817 { 602 {
818 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
819 * to do in this case. 604 * to do in this case.
820 */ 605 */
821 return; 606 return;
826 */ 611 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 613 return;
829 614
830 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 617 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 619#ifdef MANY_CORES
835 abort (); 620 abort ();
836#endif 621#endif
837 return; 622 return;
838 } 623 }
839 624
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
847 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
848 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 642 * to have move_allow right now.
872 */ 643 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 646 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 647 }
879 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 650 * that is being removed.
882 */ 651 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 653 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
887 else 656 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 658
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 659 if (op->more)
897 update_object (op->more, action); 660 update_object (op->more, action);
898} 661}
899 662
900static unordered_vector<object *> mortals; 663object *object::first;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 664
922object::object () 665object::object ()
923{ 666{
924 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
925 668
932 free_key_values (this); 675 free_key_values (this);
933} 676}
934 677
935void object::link () 678void object::link ()
936{ 679{
937 count = ++ob_count;
938 uuid = gen_uuid (); 680 uuid = gen_uuid ();
939 681
940 prev = 0; 682 refcnt_inc ();
941 next = objects; 683 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 684}
948 685
949void object::unlink () 686void object::unlink ()
950{ 687{
951 //count = 0;//D 688 objects.erase (this);
952 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
953 691
954 if (this == objects) 692void
955 objects = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
956 698
957 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
958 if (prev) prev->next = next; 700 actives.insert (this);
959 if (next) next->prev = prev; 701}
960 702
961 prev = 0; 703void
962 next = 0; 704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
963} 795}
964 796
965object *object::create () 797object *object::create ()
966{ 798{
967 object *op = new object; 799 object *op = new object;
968 op->link (); 800 op->link ();
969 return op; 801 return op;
970} 802}
971 803
972/* 804void
973 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 806{
984 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
985 return; 817 return;
986 818
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 set_speed (0);
988 remove_friendly_object (this);
989 820
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 822
993 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
994 850
995 if (more) 851 if (more)
996 { 852 {
997 more->free (free_inventory); 853 more->destroy ();
998 more = 0; 854 more = 0;
999 } 855 }
1000 856
1001 if (inv) 857 // clear those pointers that likely might have circular references to us
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0; 858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861}
1044 862
1045 /* Remove object from the active list */ 863void
1046 speed = 0; 864object::destroy (bool destroy_inventory)
1047 update_ob_speed (this); 865{
866 if (destroyed ())
867 return;
1048 868
1049 unlink (); 869 if (destroy_inventory)
870 destroy_inv (false);
1050 871
1051 mortals.push_back (this); 872 attachable::destroy ();
1052} 873}
1053 874
1054/* 875/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1057 */ 878 */
1058
1059void 879void
1060sub_weight (object *op, signed long weight) 880sub_weight (object *op, signed long weight)
1061{ 881{
1062 while (op != NULL) 882 while (op != NULL)
1063 { 883 {
1064 if (op->type == CONTAINER) 884 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 886
1068 op->carrying -= weight; 887 op->carrying -= weight;
1069 op = op->env; 888 op = op->env;
1070 } 889 }
1071} 890}
1072 891
1073/* remove_ob(op): 892/* op->remove ():
1074 * This function removes the object op from the linked list of objects 893 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 894 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 897 * the previous environment.
1079 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1080 */ 899 */
1081
1082void 900void
1083remove_ob (object *op) 901object::remove ()
1084{ 902{
903 object *tmp, *last = 0;
1085 object * 904 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 905
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 907 return;
1104 908
1105 SET_FLAG (op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1106 911
1107 if (op->more != NULL) 912 if (more)
1108 remove_ob (op->more); 913 more->remove ();
1109 914
1110 /* 915 /*
1111 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1112 * inventory. 917 * inventory.
1113 */ 918 */
1114 if (op->env != NULL) 919 if (env)
1115 { 920 {
1116 if (op->nrof) 921 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 922 sub_weight (env, weight * nrof);
1118 else 923 else
1119 sub_weight (op->env, op->weight + op->carrying); 924 sub_weight (env, weight + carrying);
1120 925
1121 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 928 * to save cpu time.
1124 */ 929 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 931 otmp->update_stats ();
1127 932
1128 if (op->above != NULL) 933 if (above)
1129 op->above->below = op->below; 934 above->below = below;
1130 else 935 else
1131 op->env->inv = op->below; 936 env->inv = below;
1132 937
1133 if (op->below != NULL) 938 if (below)
1134 op->below->above = op->above; 939 below->above = above;
1135 940
1136 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1139 */ 944 */
1140 op->x = op->env->x, op->y = op->env->y; 945 x = env->x, y = env->y;
1141 op->map = op->env->map; 946 map = env->map;
1142 op->above = NULL, op->below = NULL; 947 above = 0, below = 0;
1143 op->env = NULL; 948 env = 0;
1144 } 949 }
1145 else if (op->map) 950 else if (map)
1146 { 951 {
1147 x = op->x; 952 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 953 {
1161 954 --map->players;
1162 if (op->map != m) 955 map->touch ();
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 956 }
957
958 map->dirty = true;
1169 959
1170 /* link the object above us */ 960 /* link the object above us */
1171 if (op->above) 961 if (above)
1172 op->above->below = op->below; 962 above->below = below;
1173 else 963 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1175 965
1176 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1177 if (op->below) 967 if (below)
1178 op->below->above = op->above; 968 below->above = above;
1179 else 969 else
1180 { 970 {
1181 /* Nothing below, which means we need to relink map object for this space 971 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 972 * use translated coordinates in case some oddness with map tiling is
1183 * evident 973 * evident
1184 */ 974 */
1185 if (GET_MAP_OB (m, x, y) != op) 975 if (GET_MAP_OB (map, x, y) != this)
1186 { 976 {
1187 dump_object (op); 977 char *dump = dump_object (this);
1188 LOG (llevError, 978 LOG (llevError,
1189 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 979 "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);
980 free (dump);
1190 dump_object (GET_MAP_OB (m, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 982 LOG (llevError, "%s\n", dump);
983 free (dump);
1192 } 984 }
1193 985
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1195 } 987 }
1196 988
1197 op->above = 0; 989 above = 0;
1198 op->below = 0; 990 below = 0;
1199 991
1200 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1201 return; 993 return;
1202 994
1203 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 996
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1207 { 998 {
1208 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1209 * being removed. 1000 * being removed.
1210 */ 1001 */
1211 1002
1212 if (tmp->type == PLAYER && tmp != op) 1003 if (tmp->type == PLAYER && tmp != this)
1213 { 1004 {
1214 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1216 * appropriately. 1007 * appropriately.
1217 */ 1008 */
1218 if (tmp->container == op) 1009 if (tmp->container == this)
1219 { 1010 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1012 tmp->container = 0;
1222 } 1013 }
1223 1014
1224 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1225 } 1017 }
1226 1018
1227 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1023 {
1230 move_apply (tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1231 1025
1232 if (was_destroyed (op, tag)) 1026 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1028 }
1237 1029
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1241 tmp->above = NULL; 1033 tmp->above = 0;
1242 1034
1243 last = tmp; 1035 last = tmp;
1244 } 1036 }
1245 1037
1246 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1040 if (!last)
1248 { 1041 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1042 else
1258 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1259 1044
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1262 } 1047 }
1263} 1048}
1264 1049
1265/* 1050/*
1266 * merge_ob(op,top): 1051 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1275{ 1060{
1276 if (!op->nrof) 1061 if (!op->nrof)
1277 return 0; 1062 return 0;
1278 1063
1279 if (top == NULL) 1064 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1281 1067
1282 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1283 { 1069 {
1284 if (top == op) 1070 if (top == op)
1285 continue; 1071 continue;
1286 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1287 { 1074 {
1288 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1289 1076
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1079 op->destroy ();
1293 free_object (op);
1294 return top; 1080 return top;
1295 } 1081 }
1296 } 1082 }
1297 1083
1298 return NULL; 1084 return 0;
1299} 1085}
1300 1086
1301/* 1087/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1303 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1304 */ 1090 */
1305object * 1091object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1093{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1095 {
1315 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1317 } 1098 }
1318 1099
1337 * Return value: 1118 * Return value:
1338 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1121 * just 'op' otherwise
1341 */ 1122 */
1342
1343object * 1123object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1125{
1346 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1127 sint16 x, y;
1348 1128
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1350 { 1130 {
1351 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL; 1132 return NULL;
1353 } 1133 }
1354 1134
1355 if (m == NULL) 1135 if (!m)
1356 { 1136 {
1357 dump_object (op); 1137 char *dump = dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1359 return op; 1140 return op;
1360 } 1141 }
1361 1142
1362 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1363 { 1144 {
1364 dump_object (op); 1145 char *dump = dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1366#ifdef MANY_CORES 1147#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1150 * improperly inserted.
1370 */ 1151 */
1371 abort (); 1152 abort ();
1372#endif 1153#endif
1154 free (dump);
1373 return op; 1155 return op;
1374 } 1156 }
1375 1157
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1159 {
1378 dump_object (op); 1160 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1380 return op; 1163 return op;
1381 } 1164 }
1382 1165
1383 if (op->more != NULL) 1166 if (op->more)
1384 { 1167 {
1385 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1386 1169
1387 object *more = op->more; 1170 object *more = op->more;
1388 1171
1389 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1390 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1393 */ 1176 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map) 1179 else if (!more->map)
1397 { 1180 {
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1188 {
1406 if (!op->head) 1189 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 1191
1409 return NULL; 1192 return 0;
1410 } 1193 }
1411 } 1194 }
1412 1195
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1197
1421 y = op->y; 1204 y = op->y;
1422 1205
1423 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1424 */ 1207 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1428 { 1211 {
1429 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1213 tmp->destroy ();
1431 free_object (tmp);
1432 } 1214 }
1433 1215
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1218
1449 op->below = originator->below; 1231 op->below = originator->below;
1450 1232
1451 if (op->below) 1233 if (op->below)
1452 op->below->above = op; 1234 op->below->above = op;
1453 else 1235 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1455 1237
1456 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1457 originator->below = op; 1239 originator->below = op;
1458 } 1240 }
1459 else 1241 else
1460 { 1242 {
1461 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1463 { 1245 {
1464 object *last = NULL; 1246 object *last = 0;
1465 1247
1466 /* 1248 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1477 */ 1259 */
1478
1479 while (top != NULL) 1260 while (top)
1480 { 1261 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1263 floor = top;
1483 1264
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1505 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1288 * stacking is a bit odd.
1508 */ 1289 */
1509 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1511 { 1292 {
1512 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1295 break;
1515 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 1319
1539 if (op->above) 1320 if (op->above)
1540 op->above->below = op; 1321 op->above->below = op;
1541 1322
1542 op->below = NULL; 1323 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1544 } 1325 }
1545 else 1326 else
1546 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1547 op->above = top->above; 1328 op->above = top->above;
1548 1329
1551 1332
1552 op->below = top; 1333 op->below = top;
1553 top->above = op; 1334 top->above = op;
1554 } 1335 }
1555 1336
1556 if (op->above == NULL) 1337 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1559 1340
1560 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1561 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1562 1349
1563 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1565 */ 1352 */
1566 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1568 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1356 pl->contr->ns->floorbox_update ();
1570 1357
1571 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1365 * of effect may be sufficient.
1579 */ 1366 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1582 1369
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1585 1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1586 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1588 * 1377 *
1589 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1381 * update_object().
1594 1383
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1386 {
1598 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1599 return NULL; 1388 return 0;
1600 1389
1601 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1391 * walk on's.
1603 */ 1392 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1606 return NULL; 1395 return 0;
1607 } 1396 }
1608 1397
1609 return op; 1398 return op;
1610} 1399}
1611 1400
1612/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1615 */ 1404 */
1616void 1405void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1407{
1619 object * 1408 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1409
1624 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1625 1411
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1414 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1415
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1417
1637 tmp1->x = op->x; 1418 tmp1->x = op->x;
1638 tmp1->y = op->y; 1419 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1640} 1427}
1641 1428
1642/* 1429/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1434 * global static errmsg array.
1648 */ 1435 */
1649
1650object * 1436object *
1651get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1652{ 1438{
1653 object * 1439 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1441
1658 if (orig_ob->nrof < nr) 1442 if (orig_ob->nrof < nr)
1659 { 1443 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1445 return NULL;
1662 } 1446 }
1663 1447
1664 newob = object_create_clone (orig_ob); 1448 newob = object_create_clone (orig_ob);
1665 1449
1666 if ((orig_ob->nrof -= nr) < 1) 1450 if ((orig_ob->nrof -= nr) < 1)
1667 { 1451 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1452 else if (!is_removed)
1673 { 1453 {
1674 if (orig_ob->env != NULL) 1454 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1696 1476
1697object * 1477object *
1698decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1699{ 1479{
1700 object *tmp; 1480 object *tmp;
1701 player *pl;
1702 1481
1703 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1483 return op;
1705 1484
1706 if (i > op->nrof) 1485 if (i > op->nrof)
1707 i = op->nrof; 1486 i = op->nrof;
1708 1487
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1489 op->nrof -= i;
1711 else if (op->env != NULL) 1490 else if (op->env)
1712 { 1491 {
1713 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1714 * therein? 1493 * therein?
1715 */ 1494 */
1716 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1500 * and then searching the map for a player.
1722 */ 1501 */
1723 if (!tmp) 1502 if (!tmp)
1724 { 1503 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1727 break; 1507 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1508 }
1733 1509
1734 if (i < op->nrof) 1510 if (i < op->nrof)
1735 { 1511 {
1736 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1513 op->nrof -= i;
1738 if (tmp) 1514 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1741 }
1742 } 1516 }
1743 else 1517 else
1744 { 1518 {
1745 remove_ob (op); 1519 op->remove ();
1746 op->nrof = 0; 1520 op->nrof = 0;
1747 if (tmp) 1521 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1523 }
1752 } 1524 }
1753 else 1525 else
1754 { 1526 {
1755 object *above = op->above; 1527 object *above = op->above;
1756 1528
1757 if (i < op->nrof) 1529 if (i < op->nrof)
1758 op->nrof -= i; 1530 op->nrof -= i;
1759 else 1531 else
1760 { 1532 {
1761 remove_ob (op); 1533 op->remove ();
1762 op->nrof = 0; 1534 op->nrof = 0;
1763 } 1535 }
1764 1536
1765 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1768 { 1540 {
1769 if (op->nrof) 1541 if (op->nrof)
1770 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1771 else 1543 else
1775 1547
1776 if (op->nrof) 1548 if (op->nrof)
1777 return op; 1549 return op;
1778 else 1550 else
1779 { 1551 {
1780 free_object (op); 1552 op->destroy ();
1781 return NULL; 1553 return 0;
1782 } 1554 }
1783} 1555}
1784 1556
1785/* 1557/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1570 op->carrying += weight;
1799 op = op->env; 1571 op = op->env;
1800 } 1572 }
1801} 1573}
1802 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1803/* 1595/*
1804 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1805 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1806 * inside the object environment. 1598 * inside the object environment.
1807 * 1599 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1600 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1815 */ 1602 */
1816 1603
1817object * 1604object *
1818insert_ob_in_ob (object *op, object *where) 1605object::insert (object *op)
1819{ 1606{
1820 object * 1607 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1608
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1610 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1611
1844 if (op->more) 1612 if (op->more)
1845 { 1613 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1615 return op;
1849 1617
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1620 if (op->nrof)
1853 { 1621 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1856 { 1624 {
1857 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1626 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1862 */ 1630 */
1863 add_weight (where, op->weight * op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1866 op = tmp; 1634 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1637 break;
1870 } 1638 }
1871 1639
1872 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do 1643 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1644 * the linking below
1877 */ 1645 */
1878 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1879 } 1647 }
1880 else 1648 else
1881 add_weight (where, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1882 1650
1883 otmp = is_player_inv (where); 1651 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1652 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1654 otmp->update_stats ();
1888 }
1889 1655
1890 op->map = NULL; 1656 op->map = 0;
1891 op->env = where; 1657 op->env = this;
1892 op->above = NULL; 1658 op->above = 0;
1893 op->below = NULL; 1659 op->below = 0;
1894 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1895 1661
1896 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1663 if ((op->glow_radius != 0) && map)
1898 { 1664 {
1899#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1668 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1669 update_all_los (map, x, y);
1904 } 1670 }
1905 1671
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1673 * It sure simplifies this function...
1908 */ 1674 */
1909 if (where->inv == NULL) 1675 if (!inv)
1910 where->inv = op; 1676 inv = op;
1911 else 1677 else
1912 { 1678 {
1913 op->below = where->inv; 1679 op->below = inv;
1914 op->below->above = op; 1680 op->below->above = op;
1915 where->inv = op; 1681 inv = op;
1916 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1917 return op; 1686 return op;
1918} 1687}
1919 1688
1920/* 1689/*
1921 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1935 * 1704 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1707 * on top.
1939 */ 1708 */
1940
1941int 1709int
1942check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1943{ 1711{
1944 object * 1712 object *tmp;
1945 tmp; 1713 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1952 1715
1953 MoveType 1716 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1717
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1719 return 0;
1960
1961 tag = op->count;
1962 1720
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1724
1982 1740
1983 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1985 */ 1743 */
1986 1744
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1746 {
1989 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1749 * we don't need to check all of them.
1992 */ 1750 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1787 {
2030 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
2031 1789
2032 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
2033 return 1; 1791 return 1;
2034 1792
2035 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2047/* 1805/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2051 */ 1809 */
2052
2053object * 1810object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1812{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2060 { 1814 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1816 return NULL;
2063 } 1817 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1820 if (tmp->arch == at)
2066 return tmp; 1821 return tmp;
1822
2067 return NULL; 1823 return NULL;
2068} 1824}
2069 1825
2070/* 1826/*
2071 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2074 */ 1830 */
2075
2076object * 1831object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2078{ 1833{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2083 { 1835 {
2084 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1837 return NULL;
2086 } 1838 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1841 if (tmp->type == type)
2089 return tmp; 1842 return tmp;
1843
2090 return NULL; 1844 return NULL;
2091} 1845}
2092 1846
2093/* 1847/*
2094 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2097 */ 1851 */
2098
2099object * 1852object *
2100present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2101{ 1854{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1856 if (tmp->type == type)
2107 return tmp; 1857 return tmp;
1858
2108 return NULL; 1859 return NULL;
2109} 1860}
2110 1861
2111/* 1862/*
2112 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1874 * to be unique.
2124 */ 1875 */
2125
2126object * 1876object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1878{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1881 return tmp;
2136 } 1882
2137 return NULL; 1883 return 0;
2138} 1884}
2139 1885
2140/* 1886/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2144 */ 1890 */
2145
2146object * 1891object *
2147present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2148{ 1893{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1895 if (tmp->arch == at)
2154 return tmp; 1896 return tmp;
1897
2155 return NULL; 1898 return NULL;
2156} 1899}
2157 1900
2158/* 1901/*
2159 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2160 */ 1903 */
2161void 1904void
2162flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2163{ 1906{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1907 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1909 {
2170 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2172 } 1912 }
2173} /* 1913}
1914
1915/*
2174 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2175 */ 1917 */
2176void 1918void
2177unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2178{ 1920{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1921 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1923 {
2185 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2187 } 1926 }
2188} 1927}
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
2195 */ 1934 */
2196
2197void 1935void
2198set_cheat (object *op) 1936set_cheat (object *op)
2199{ 1937{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1961 * customized, changed states, etc.
2224 */ 1962 */
2225
2226int 1963int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1965{
2229 int
2230 i,
2231 index = 0, flag; 1966 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2234 1968
2235 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2236 { 1970 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 1972 if (!flag)
2239 altern[index++] = i; 1973 altern [index++] = i;
2240 1974
2241 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2248 */ 1982 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 1984 stop = maxfree[i];
2251 } 1985 }
1986
2252 if (!index) 1987 if (!index)
2253 return -1; 1988 return -1;
1989
2254 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2255} 1991}
2256 1992
2257/* 1993/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 1998 */
2263
2264int 1999int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2001{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2004 return i;
2274 } 2005
2275 return -1; 2006 return -1;
2276} 2007}
2277 2008
2278/* 2009/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2013 */
2282static void 2014static void
2283permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2284{ 2016{
2285 int 2017 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2018 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2019
2296 tmp = arr[i]; 2020 while (--end)
2297 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2022}
2301 2023
2302/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2030 */
2309void 2031void
2310get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2311{ 2033{
2312 int 2034 int i;
2313 i;
2314 2035
2315 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2037 search_arr[i] = i;
2318 }
2319 2038
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2042}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2054 * there is capable of.
2336 */ 2055 */
2337
2338int 2056int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2058{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2344 2060
2345 sint16 nx, ny; 2061 sint16 nx, ny;
2346 object * 2062 object *tmp;
2347 tmp; 2063 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2064
2351 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2352 2066
2353 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2354 { 2068 {
2366 mp = m; 2080 mp = m;
2367 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2369 2083
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2371 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2087 max = maxfree[i];
2374 }
2375 else 2088 else
2376 { 2089 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2378 2093
2379 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2095 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2384 { 2097 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2101 break;
2390 } 2102
2391 }
2392 if (tmp) 2103 if (tmp)
2393 {
2394 return freedir[i]; 2104 return freedir[i];
2395 }
2396 } 2105 }
2397 } 2106 }
2398 } 2107 }
2108
2399 return 0; 2109 return 0;
2400} 2110}
2401 2111
2402/* 2112/*
2403 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2114 * distance between the two given objects.
2405 */ 2115 */
2406
2407int 2116int
2408distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2409{ 2118{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2120}
2416 2121
2417/* 2122/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2421 */ 2126 */
2422
2423int 2127int
2424find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2425{ 2129{
2426 int 2130 int q;
2427 q;
2428 2131
2429 if (y) 2132 if (y)
2430 q = x * 100 / y; 2133 q = x * 100 / y;
2431 else if (x) 2134 else if (x)
2432 q = -300 * x; 2135 q = -300 * x;
2467int 2170int
2468absdir (int d) 2171absdir (int d)
2469{ 2172{
2470 while (d < 1) 2173 while (d < 1)
2471 d += 8; 2174 d += 8;
2175
2472 while (d > 8) 2176 while (d > 8)
2473 d -= 8; 2177 d -= 8;
2178
2474 return d; 2179 return d;
2475} 2180}
2476 2181
2477/* 2182/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2480 */ 2185 */
2481 2186
2482int 2187int
2483dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2484{ 2189{
2485 int 2190 int d;
2486 d;
2487 2191
2488 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2489 if (d > 4) 2193 if (d > 4)
2490 d = 8 - d; 2194 d = 8 - d;
2195
2491 return d; 2196 return d;
2492} 2197}
2493 2198
2494/* peterm: 2199/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2206 * functions.
2502 */ 2207 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2263 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2562 */ 2265 */
2563
2564
2565int 2266int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2268{
2568 sint16 dx, dy; 2269 sint16 dx, dy;
2569 int
2570 mflags; 2270 int mflags;
2571 2271
2572 if (dir < 0) 2272 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2574 2274
2575 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2588 return 0; 2288 return 0;
2589 2289
2590 /* yes, can see. */ 2290 /* yes, can see. */
2591 if (dir < 9) 2291 if (dir < 9)
2592 return 1; 2292 return 1;
2293
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2297}
2596
2597
2598 2298
2599/* 2299/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2316}
2617 2317
2618
2619/* 2318/*
2620 * create clone from object to another 2319 * create clone from object to another
2621 */ 2320 */
2622object * 2321object *
2623object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2624{ 2323{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2325
2628 if (!asrc) 2326 if (!asrc)
2629 return NULL; 2327 return 0;
2328
2630 src = asrc; 2329 src = asrc;
2631 if (src->head) 2330 if (src->head)
2632 src = src->head; 2331 src = src->head;
2633 2332
2634 prev = NULL; 2333 prev = 0;
2635 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2636 { 2335 {
2637 tmp = get_object (); 2336 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2337 tmp->x -= src->x;
2640 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2641 if (!part->head) 2340 if (!part->head)
2642 { 2341 {
2643 dst = tmp; 2342 dst = tmp;
2644 tmp->head = NULL; 2343 tmp->head = 0;
2645 } 2344 }
2646 else 2345 else
2647 {
2648 tmp->head = dst; 2346 tmp->head = dst;
2649 } 2347
2650 tmp->more = NULL; 2348 tmp->more = 0;
2349
2651 if (prev) 2350 if (prev)
2652 prev->more = tmp; 2351 prev->more = tmp;
2352
2653 prev = tmp; 2353 prev = tmp;
2654 } 2354 }
2655 2355
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2358
2662 return dst; 2359 return dst;
2663} 2360}
2664 2361
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2368object *
2687load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2688{ 2370{
2689 object * 2371 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2693 2373
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2375
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2376 FILE *tempfile = fopen (filename, "w");
2698 2377
2699 if (tempfile == NULL) 2378 if (tempfile == NULL)
2700 { 2379 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2381 return NULL;
2703 } 2382 }
2704 2383
2705 fprintf (tempfile, obstr); 2384 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2385 fclose (tempfile);
2707 2386
2708 op = get_object (); 2387 op = object::create ();
2709 2388
2710 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2711 2390
2712 if (thawer) 2391 if (thawer)
2713 load_object (thawer, op, 0); 2392 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2402 * returns NULL if no match.
2724 */ 2403 */
2725object * 2404object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2406{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2409 return tmp;
2734 2410
2735 return NULL; 2411 return 0;
2736} 2412}
2737 2413
2738/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2415 * otherwise return NULL.
2740 * 2416 *
2742 * do the desired thing. 2418 * do the desired thing.
2743 */ 2419 */
2744key_value * 2420key_value *
2745get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2746{ 2422{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2424 if (link->key == key)
2753 {
2754 return link; 2425 return link;
2755 }
2756 }
2757 2426
2758 return NULL; 2427 return 0;
2759} 2428}
2760 2429
2761/* 2430/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2432 *
2803 * Returns TRUE on success. 2472 * Returns TRUE on success.
2804 */ 2473 */
2805int 2474int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2476{
2808 key_value *
2809 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2810 2478
2811 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2480 {
2813 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2814 { 2482 {
2842 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2843 2511
2844 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2845 2513
2846 if (!add_key) 2514 if (!add_key)
2847 {
2848 return FALSE; 2515 return FALSE;
2849 } 2516
2850 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2854 * should pass in "" 2521 * should pass in ""
2903 } 2570 }
2904 else 2571 else
2905 item = item->env; 2572 item = item->env;
2906} 2573}
2907 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2908// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2909const char * 2605const char *
2910object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2911{ 2607{
2608 char flagdesc[512];
2912 char info2[256 * 3]; 2609 char info2[256 * 4];
2913 char *p = info; 2610 char *p = info;
2914 2611
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2916 count, 2613 count, uuid.seq,
2917 &name, 2614 &name,
2918 title ? " " : "", 2615 title ? "\",title:" : "",
2919 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2920 2618
2921 if (env) 2619 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2621
2924 if (map) 2622 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2624
2927 return info; 2625 return info;
2928} 2626}
2929 2627
2930const char * 2628const char *
2931object::debug_desc () const 2629object::debug_desc () const
2932{ 2630{
2933 static char info[256 * 3]; 2631 static char info[256 * 4];
2934 return debug_desc (info); 2632 return debug_desc (info);
2935} 2633}
2936 2634

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