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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117 195
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 430}
458 431
459/* 432/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 434 * skill and experience objects.
494 } 467 }
495 468
496 op->key_values = 0; 469 op->key_values = 0;
497} 470}
498 471
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 472/*
552 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 478 * will point at garbage.
558 */ 479 */
559void 480void
560copy_object (object *op2, object *op) 481object::copy_to (object *dst)
561{ 482{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 485
565 op2->clone (op); 486 *(object_copy *)dst = *this;
566 487
567 if (is_freed) 488 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
569 if (is_removed) 491 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
571 493
572 if (op2->speed < 0) 494 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 496
575 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
576 if (op2->key_values) 498 if (key_values)
577 { 499 {
578 key_value *tail = 0; 500 key_value *tail = 0;
579 key_value *i; 501 key_value *i;
580 502
581 op->key_values = 0; 503 dst->key_values = 0;
582 504
583 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
584 { 506 {
585 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
586 508
587 new_link->next = 0; 509 new_link->next = 0;
588 new_link->key = i->key; 510 new_link->key = i->key;
589 new_link->value = i->value; 511 new_link->value = i->value;
590 512
591 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
592 if (!op->key_values) 514 if (!dst->key_values)
593 { 515 {
594 op->key_values = new_link; 516 dst->key_values = new_link;
595 tail = new_link; 517 tail = new_link;
596 } 518 }
597 else 519 else
598 { 520 {
599 tail->next = new_link; 521 tail->next = new_link;
600 tail = new_link; 522 tail = new_link;
601 } 523 }
602 } 524 }
603 } 525 }
604 526
605 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
606} 536}
607 537
608/* 538/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
623/* 553/*
624 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
627 */ 557 */
628
629void 558void
630update_ob_speed (object *op) 559object::set_speed (float speed)
631{ 560{
632 extern int arch_init; 561 extern int arch_init;
633 562
634 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated. 564 * since they never really need to be updated.
636 */ 565 */
637 566 if (flag [FLAG_FREED] && speed)
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 567 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 569 speed = 0;
645#endif
646 } 570 }
571
572 this->speed = speed;
573
647 if (arch_init) 574 if (arch_init)
648 {
649 return; 575 return;
650 } 576
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
652 { 578 {
653 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
655 return; 581 return;
656 582
657 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
658 * of the list. */ 584 * of the list. */
659 op->active_next = active_objects; 585 active_next = active_objects;
586
660 if (op->active_next != NULL) 587 if (active_next)
661 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
662 active_objects = op; 590 active_objects = this;
663 } 591 }
664 else 592 else
665 { 593 {
666 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
668 return; 596 return;
669 597
670 if (op->active_prev == NULL) 598 if (!active_prev)
671 { 599 {
672 active_objects = op->active_next; 600 active_objects = active_next;
601
673 if (op->active_next != NULL) 602 if (active_next)
674 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
675 } 604 }
676 else 605 else
677 { 606 {
678 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
679 if (op->active_next) 609 if (active_next)
680 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
681 } 611 }
612
682 op->active_next = NULL; 613 active_next = 0;
683 op->active_prev = NULL; 614 active_prev = 0;
684 } 615 }
685} 616}
686 617
687/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
688 * objects. 619 * objects.
714 op->active_next = NULL; 645 op->active_next = NULL;
715 op->active_prev = NULL; 646 op->active_prev = NULL;
716} 647}
717 648
718/* 649/*
719 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 653 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
726 * 657 *
727 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 659 * current action are:
733 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
738 */ 665 */
739
740void 666void
741update_object (object *op, int action) 667update_object (object *op, int action)
742{ 668{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
745 670
746 if (op == NULL) 671 if (op == NULL)
747 { 672 {
748 /* this should never happen */ 673 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 675 return;
751 } 676 }
752 677
753 if (op->env != NULL) 678 if (op->env)
754 { 679 {
755 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
756 * to do in this case. 681 * to do in this case.
757 */ 682 */
758 return; 683 return;
763 */ 688 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 690 return;
766 691
767 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 694 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 696#ifdef MANY_CORES
772 abort (); 697 abort ();
773#endif 698#endif
774 return; 699 return;
775 } 700 }
776 701
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
784 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
785 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 719 * to have move_allow right now.
809 */ 720 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 723 m.flags_ = P_NEED_UPDATE;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 724 }
816 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 727 * that is being removed.
819 */ 728 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
822 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
824 else 733 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 735
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 736 if (op->more)
834 update_object (op->more, action); 737 update_object (op->more, action);
835} 738}
836 739
837static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
838static std::vector<object *> freed; 741object *object::first;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855 742
856object::object () 743object::object ()
857{ 744{
858 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
859 746
860 expmul = 1.0; 747 expmul = 1.0;
861 face = blank_face; 748 face = blank_face;
862 attacked_by_count = -1;
863} 749}
864 750
865object::~object () 751object::~object ()
866{ 752{
867 free_key_values (this); 753 free_key_values (this);
868} 754}
869 755
870void object::link () 756void object::link ()
871{ 757{
872 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
873 760
874 prev = 0; 761 prev = 0;
875 next = objects; 762 next = object::first;
876 763
877 if (objects) 764 if (object::first)
878 objects->prev = this; 765 object::first->prev = this;
879 766
880 objects = this; 767 object::first = this;
881} 768}
882 769
883void object::unlink () 770void object::unlink ()
884{ 771{
885 count = 0; 772 if (this == object::first)
773 object::first = next;
886 774
887 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
891 prev = 0; 779 prev = 0;
892 }
893
894 if (next)
895 {
896 next->prev = prev;
897 next = 0; 780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 } 795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
899 804
900 if (this == objects) 805 if (op->flag [FLAG_STARTEQUIP]
901 objects = next; 806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
819 }
902} 820}
903 821
904object *object::create () 822object *object::create ()
905{ 823{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 824 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 825 op->link ();
921 return op; 826 return op;
922} 827}
923 828
924/* 829void
925 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 831{
936 if (QUERY_FLAG (this, FLAG_FREED)) 832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
937 return; 842 return;
938 843
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 844 flag [FLAG_FREED] = 1;
940 remove_ob (this);
941 845
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 846 attachable::do_destroy ();
943 remove_friendly_object (this);
944 847
945 SET_FLAG (this, FLAG_FREED); 848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
946 873
947 if (more) 874 if (more)
948 { 875 {
949 more->free (free_inventory); 876 more->destroy ();
950 more = 0; 877 more = 0;
951 } 878 }
952 879
953 if (inv) 880 // clear those pointers that likely might have circular references to us
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0; 881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
996 884
997 /* Remove object from the active list */ 885 // only relevant for players(?), but make sure of it anyways
998 speed = 0; 886 contr = 0;
999 update_ob_speed (this); 887}
1000 888
1001 unlink (); 889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
893 return;
1002 894
1003 mortals.push_back (this); 895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1004} 899}
1005 900
1006/* 901/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1009 */ 904 */
1010
1011void 905void
1012sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
1013{ 907{
1014 while (op != NULL) 908 while (op != NULL)
1015 { 909 {
1016 if (op->type == CONTAINER) 910 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 912
1020 op->carrying -= weight; 913 op->carrying -= weight;
1021 op = op->env; 914 op = op->env;
1022 } 915 }
1023} 916}
1024 917
1025/* remove_ob(op): 918/* op->remove ():
1026 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 923 * the previous environment.
1031 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1032 */ 925 */
1033
1034void 926void
1035remove_ob (object *op) 927object::remove ()
1036{ 928{
929 object *tmp, *last = 0;
1037 object * 930 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 931
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 933 return;
1056 934
1057 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1058 937
1059 if (op->more != NULL) 938 if (more)
1060 remove_ob (op->more); 939 more->remove ();
1061 940
1062 /* 941 /*
1063 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1064 * inventory. 943 * inventory.
1065 */ 944 */
1066 if (op->env != NULL) 945 if (env)
1067 { 946 {
1068 if (op->nrof) 947 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1070 else 949 else
1071 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1072 951
1073 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 954 * to save cpu time.
1076 */ 955 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 957 otmp->update_stats ();
1079 958
1080 if (op->above != NULL) 959 if (above != NULL)
1081 op->above->below = op->below; 960 above->below = below;
1082 else 961 else
1083 op->env->inv = op->below; 962 env->inv = below;
1084 963
1085 if (op->below != NULL) 964 if (below != NULL)
1086 op->below->above = op->above; 965 below->above = above;
1087 966
1088 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1091 */ 970 */
1092 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1093 op->map = op->env->map; 972 map = env->map;
1094 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1095 op->env = NULL; 974 env = 0;
1096 } 975 }
1097 else if (op->map) 976 else if (map)
1098 { 977 {
1099 x = op->x;
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 }
1113
1114 if (op->map != m)
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1120 */ 980 */
1121 981
1122 /* link the object above us */ 982 /* link the object above us */
1123 if (op->above) 983 if (above)
1124 op->above->below = op->below; 984 above->below = below;
1125 else 985 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1127 987
1128 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1129 if (op->below) 989 if (below)
1130 op->below->above = op->above; 990 below->above = above;
1131 else 991 else
1132 { 992 {
1133 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1135 * evident 995 * evident
1136 */ 996 */
1137 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1138 { 998 {
1139 dump_object (op); 999 char *dump = dump_object (this);
1140 LOG (llevError, 1000 LOG (llevError,
1141 "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); 1001 "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);
1002 free (dump);
1142 dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1143 LOG (llevError, "%s\n", errmsg); 1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1144 } 1006 }
1145 1007
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1147 } 1009 }
1148 1010
1149 op->above = 0; 1011 above = 0;
1150 op->below = 0; 1012 below = 0;
1151 1013
1152 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1153 return; 1015 return;
1154 1016
1155 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 1018
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1159 { 1020 {
1160 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1161 * being removed. 1022 * being removed.
1162 */ 1023 */
1163 1024
1164 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1165 { 1026 {
1166 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1168 * appropriately. 1029 * appropriately.
1169 */ 1030 */
1170 if (tmp->container == op) 1031 if (tmp->container == this)
1171 { 1032 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1034 tmp->container = 0;
1174 } 1035 }
1175 1036
1176 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1177 } 1039 }
1178 1040
1179 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1045 {
1182 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1183 1047
1184 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 }
1188 } 1050 }
1189 1051
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1053
1192 if (tmp->above == tmp) 1054 if (tmp->above == tmp)
1193 tmp->above = NULL; 1055 tmp->above = 0;
1194 1056
1195 last = tmp; 1057 last = tmp;
1196 } 1058 }
1197 1059
1198 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL of there are no objects on this space */
1199 if (last == NULL) 1061 if (!last)
1200 { 1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1063 else
1210 update_object (last, UP_OBJ_REMOVE); 1064 update_object (last, UP_OBJ_REMOVE);
1211 1065
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1067 update_all_los (map, x, y);
1214 } 1068 }
1215} 1069}
1216 1070
1217/* 1071/*
1218 * merge_ob(op,top): 1072 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1074 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1075 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1076 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1077 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1078 */
1225
1226object * 1079object *
1227merge_ob (object *op, object *top) 1080merge_ob (object *op, object *top)
1228{ 1081{
1229 if (!op->nrof) 1082 if (!op->nrof)
1230 return 0; 1083 return 0;
1231 1084
1232 if (top == NULL) 1085 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1086 for (top = op; top && top->above; top = top->above)
1087 ;
1234 1088
1235 for (; top != NULL; top = top->below) 1089 for (; top; top = top->below)
1236 { 1090 {
1237 if (top == op) 1091 if (top == op)
1238 continue; 1092 continue;
1239 if (CAN_MERGE (op, top)) 1093
1094 if (object::can_merge (op, top))
1240 { 1095 {
1241 top->nrof += op->nrof; 1096 top->nrof += op->nrof;
1242 1097
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1099 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1100 op->destroy ();
1246 free_object (op);
1247 return top; 1101 return top;
1248 } 1102 }
1249 } 1103 }
1250 1104
1251 return NULL; 1105 return 0;
1252} 1106}
1253 1107
1254/* 1108/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1256 * job preparing multi-part monsters 1110 * job preparing multi-part monsters
1257 */ 1111 */
1258object * 1112object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1114{
1261 object *tmp; 1115 object *tmp;
1262 1116
1263 if (op->head) 1117 if (op->head)
1264 op = op->head; 1118 op = op->head;
1290 * Return value: 1144 * Return value:
1291 * new object if 'op' was merged with other object 1145 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1146 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1147 * just 'op' otherwise
1294 */ 1148 */
1295
1296object * 1149object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1151{
1299 object *tmp, *top, *floor = NULL; 1152 object *tmp, *top, *floor = NULL;
1300 sint16 x, y; 1153 sint16 x, y;
1301 1154
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1155 if (QUERY_FLAG (op, FLAG_FREED))
1305 return NULL; 1158 return NULL;
1306 } 1159 }
1307 1160
1308 if (m == NULL) 1161 if (m == NULL)
1309 { 1162 {
1310 dump_object (op); 1163 char *dump = dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump);
1312 return op; 1166 return op;
1313 } 1167 }
1314 1168
1315 if (out_of_map (m, op->x, op->y)) 1169 if (out_of_map (m, op->x, op->y))
1316 { 1170 {
1317 dump_object (op); 1171 char *dump = dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1319#ifdef MANY_CORES 1173#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1174 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1175 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1176 * improperly inserted.
1323 */ 1177 */
1324 abort (); 1178 abort ();
1325#endif 1179#endif
1180 free (dump);
1326 return op; 1181 return op;
1327 } 1182 }
1328 1183
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1185 {
1331 dump_object (op); 1186 char *dump = dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1333 return op; 1189 return op;
1334 } 1190 }
1335 1191
1336 if (op->more != NULL) 1192 if (op->more)
1337 { 1193 {
1338 /* The part may be on a different map. */ 1194 /* The part may be on a different map. */
1339 1195
1340 object *more = op->more; 1196 object *more = op->more;
1341 1197
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 { 1214 {
1359 if (!op->head) 1215 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 1217
1362 return NULL; 1218 return 0;
1363 } 1219 }
1364 } 1220 }
1365 1221
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1223
1375 1231
1376 /* this has to be done after we translate the coordinates. 1232 /* this has to be done after we translate the coordinates.
1377 */ 1233 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1234 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1236 if (object::can_merge (op, tmp))
1381 { 1237 {
1382 op->nrof += tmp->nrof; 1238 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1239 tmp->destroy ();
1384 free_object (tmp);
1385 } 1240 }
1386 1241
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1243 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1244
1402 op->below = originator->below; 1257 op->below = originator->below;
1403 1258
1404 if (op->below) 1259 if (op->below)
1405 op->below->above = op; 1260 op->below->above = op;
1406 else 1261 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1262 op->ms ().bot = op;
1408 1263
1409 /* since *below* originator, no need to update top */ 1264 /* since *below* originator, no need to update top */
1410 originator->below = op; 1265 originator->below = op;
1411 } 1266 }
1412 else 1267 else
1458 * If INS_ON_TOP is used, don't do this processing 1313 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1314 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1315 * stacking is a bit odd.
1461 */ 1316 */
1462 if (!(flag & INS_ON_TOP) && 1317 if (!(flag & INS_ON_TOP) &&
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464 { 1319 {
1465 for (last = top; last != floor; last = last->below) 1320 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1322 break;
1468 /* Check to see if we found the object that blocks view, 1323 /* Check to see if we found the object that blocks view,
1491 1346
1492 if (op->above) 1347 if (op->above)
1493 op->above->below = op; 1348 op->above->below = op;
1494 1349
1495 op->below = NULL; 1350 op->below = NULL;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1351 op->ms ().bot = op;
1497 } 1352 }
1498 else 1353 else
1499 { /* get inserted into the stack above top */ 1354 { /* get inserted into the stack above top */
1500 op->above = top->above; 1355 op->above = top->above;
1501 1356
1505 op->below = top; 1360 op->below = top;
1506 top->above = op; 1361 top->above = op;
1507 } 1362 }
1508 1363
1509 if (op->above == NULL) 1364 if (op->above == NULL)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1365 op->ms ().top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1366 } /* else not INS_BELOW_ORIGINATOR */
1512 1367
1513 if (op->type == PLAYER) 1368 if (op->type == PLAYER)
1514 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1515 1370
1516 /* If we have a floor, we know the player, if any, will be above 1371 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1372 * it, so save a few ticks and start from there.
1518 */ 1373 */
1519 if (!(flag & INS_MAP_LOAD)) 1374 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1375 if (object *pl = op->ms ().player ())
1521 if (tmp->type == PLAYER) 1376 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1377 pl->contr->ns->floorbox_update ();
1523 1378
1524 /* If this object glows, it may affect lighting conditions that are 1379 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1380 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1381 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1382 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1383 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1384 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1385 * or just updating the P_NEED_UPDATE for spaces within this area
1531 * of effect may be sufficient. 1386 * of effect may be sufficient.
1532 */ 1387 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1388 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1389 update_all_los (op->map, op->x, op->y);
1535 1390
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1391 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1392 update_object (op, UP_OBJ_INSERT);
1538 1393
1394 INVOKE_OBJECT (INSERT, op);
1395
1539 /* Don't know if moving this to the end will break anything. However, 1396 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1397 * we want to have floorbox_update called before calling this.
1541 * 1398 *
1542 * check_move_on() must be after this because code called from 1399 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1400 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1401 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1402 * update_object().
1547 1404
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1405 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1406 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1407 {
1551 if (check_move_on (op, originator)) 1408 if (check_move_on (op, originator))
1552 return NULL; 1409 return 0;
1553 1410
1554 /* If we are a multi part object, lets work our way through the check 1411 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1412 * walk on's.
1556 */ 1413 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1415 if (check_move_on (tmp, originator))
1559 return NULL; 1416 return 0;
1560 } 1417 }
1561 1418
1562 return op; 1419 return op;
1563} 1420}
1564 1421
1565/* this function inserts an object in the map, but if it 1422/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1423 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1424 * op is the object to insert it under: supplies x and the map.
1568 */ 1425 */
1569void 1426void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1427replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1428{
1572 object * 1429 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1430
1577 /* first search for itself and remove any old instances */ 1431 /* first search for itself and remove any old instances */
1578 1432
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1435 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1436
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1437 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1438
1590 tmp1->x = op->x; 1439 tmp1->x = op->x;
1591 tmp1->y = op->y; 1440 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1441 insert_ob_in_map (tmp1, op->map, op, 0);
1593} 1442}
1601 */ 1450 */
1602 1451
1603object * 1452object *
1604get_split_ob (object *orig_ob, uint32 nr) 1453get_split_ob (object *orig_ob, uint32 nr)
1605{ 1454{
1606 object * 1455 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1457
1611 if (orig_ob->nrof < nr) 1458 if (orig_ob->nrof < nr)
1612 { 1459 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1461 return NULL;
1615 } 1462 }
1616 1463
1617 newob = object_create_clone (orig_ob); 1464 newob = object_create_clone (orig_ob);
1618 1465
1619 if ((orig_ob->nrof -= nr) < 1) 1466 if ((orig_ob->nrof -= nr) < 1)
1620 { 1467 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1468 else if (!is_removed)
1626 { 1469 {
1627 if (orig_ob->env != NULL) 1470 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1649 1492
1650object * 1493object *
1651decrease_ob_nr (object *op, uint32 i) 1494decrease_ob_nr (object *op, uint32 i)
1652{ 1495{
1653 object *tmp; 1496 object *tmp;
1654 player *pl;
1655 1497
1656 if (i == 0) /* objects with op->nrof require this check */ 1498 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1499 return op;
1658 1500
1659 if (i > op->nrof) 1501 if (i > op->nrof)
1660 i = op->nrof; 1502 i = op->nrof;
1661 1503
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1505 op->nrof -= i;
1664 else if (op->env != NULL) 1506 else if (op->env)
1665 { 1507 {
1666 /* is this object in the players inventory, or sub container 1508 /* is this object in the players inventory, or sub container
1667 * therein? 1509 * therein?
1668 */ 1510 */
1669 tmp = is_player_inv (op->env); 1511 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1512 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1513 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1514 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1515 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1516 * and then searching the map for a player.
1675 */ 1517 */
1676 if (!tmp) 1518 if (!tmp)
1677 { 1519 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1680 break; 1523 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1524 }
1686 1525
1687 if (i < op->nrof) 1526 if (i < op->nrof)
1688 { 1527 {
1689 sub_weight (op->env, op->weight * i); 1528 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1529 op->nrof -= i;
1691 if (tmp) 1530 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1531 esrv_send_item (tmp, op);
1694 }
1695 } 1532 }
1696 else 1533 else
1697 { 1534 {
1698 remove_ob (op); 1535 op->remove ();
1699 op->nrof = 0; 1536 op->nrof = 0;
1700 if (tmp) 1537 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1538 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1539 }
1705 } 1540 }
1706 else 1541 else
1707 { 1542 {
1708 object *above = op->above; 1543 object *above = op->above;
1709 1544
1710 if (i < op->nrof) 1545 if (i < op->nrof)
1711 op->nrof -= i; 1546 op->nrof -= i;
1712 else 1547 else
1713 { 1548 {
1714 remove_ob (op); 1549 op->remove ();
1715 op->nrof = 0; 1550 op->nrof = 0;
1716 } 1551 }
1717 1552
1718 /* Since we just removed op, op->above is null */ 1553 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1554 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1555 if (tmp->type == PLAYER)
1721 { 1556 {
1722 if (op->nrof) 1557 if (op->nrof)
1723 esrv_send_item (tmp, op); 1558 esrv_send_item (tmp, op);
1724 else 1559 else
1728 1563
1729 if (op->nrof) 1564 if (op->nrof)
1730 return op; 1565 return op;
1731 else 1566 else
1732 { 1567 {
1733 free_object (op); 1568 op->destroy ();
1734 return NULL; 1569 return 0;
1735 } 1570 }
1736} 1571}
1737 1572
1738/* 1573/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1574 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1586 op->carrying += weight;
1752 op = op->env; 1587 op = op->env;
1753 } 1588 }
1754} 1589}
1755 1590
1591object *
1592insert_ob_in_ob (object *op, object *where)
1593{
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head)
1603 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609}
1610
1756/* 1611/*
1757 * insert_ob_in_ob(op,environment): 1612 * env->insert (op)
1758 * This function inserts the object op in the linked list 1613 * This function inserts the object op in the linked list
1759 * inside the object environment. 1614 * inside the object environment.
1760 * 1615 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1768 */ 1618 */
1769 1619
1770object * 1620object *
1771insert_ob_in_ob (object *op, object *where) 1621object::insert (object *op)
1772{ 1622{
1773 object * 1623 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1624
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1626 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1627
1797 if (op->more) 1628 if (op->more)
1798 { 1629 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1631 return op;
1802 1633
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1635 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1636 if (op->nrof)
1806 { 1637 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1639 if (object::can_merge (tmp, op))
1809 { 1640 {
1810 /* return the original object and remove inserted object 1641 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1642 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1643 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1644 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1645 * tmp->nrof, we need to increase the weight.
1815 */ 1646 */
1816 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1648 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1649 op->destroy (); /* free the inserted object */
1819 op = tmp; 1650 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1651 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1653 break;
1823 } 1654 }
1824 1655
1825 /* I assume combined objects have no inventory 1656 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1657 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1658 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1659 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1660 * the linking below
1830 */ 1661 */
1831 add_weight (where, op->weight * op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1832 } 1663 }
1833 else 1664 else
1834 add_weight (where, (op->weight + op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1835 1666
1836 otmp = is_player_inv (where); 1667 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1668 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1670 otmp->update_stats ();
1841 }
1842 1671
1843 op->map = NULL; 1672 op->map = 0;
1844 op->env = where; 1673 op->env = this;
1845 op->above = NULL; 1674 op->above = 0;
1846 op->below = NULL; 1675 op->below = 0;
1847 op->x = 0, op->y = 0; 1676 op->x = 0, op->y = 0;
1848 1677
1849 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1679 if ((op->glow_radius != 0) && map)
1851 { 1680 {
1852#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1684 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1685 update_all_los (map, x, y);
1857 } 1686 }
1858 1687
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1689 * It sure simplifies this function...
1861 */ 1690 */
1862 if (where->inv == NULL) 1691 if (!inv)
1863 where->inv = op; 1692 inv = op;
1864 else 1693 else
1865 { 1694 {
1866 op->below = where->inv; 1695 op->below = inv;
1867 op->below->above = op; 1696 op->below->above = op;
1868 where->inv = op; 1697 inv = op;
1869 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1701
1870 return op; 1702 return op;
1871} 1703}
1872 1704
1873/* 1705/*
1874 * Checks if any objects has a move_type that matches objects 1706 * Checks if any objects has a move_type that matches objects
1892 */ 1724 */
1893 1725
1894int 1726int
1895check_move_on (object *op, object *originator) 1727check_move_on (object *op, object *originator)
1896{ 1728{
1897 object * 1729 object *tmp;
1898 tmp; 1730 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1731 int x = op->x, y = op->y;
1905 1732
1906 MoveType 1733 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1734
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1735 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1736 return 0;
1913
1914 tag = op->count;
1915 1737
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1741
1935 1757
1936 /* The objects have to be checked from top to bottom. 1758 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1759 * Hence, we first go to the top:
1938 */ 1760 */
1939 1761
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1941 { 1763 {
1942 /* Trim the search when we find the first other spell effect 1764 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1765 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1766 * we don't need to check all of them.
1945 */ 1767 */
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1802 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1803 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1804 {
1983 move_apply (tmp, op, originator); 1805 move_apply (tmp, op, originator);
1984 1806
1985 if (was_destroyed (op, tag)) 1807 if (op->destroyed ())
1986 return 1; 1808 return 1;
1987 1809
1988 /* what the person/creature stepped onto has moved the object 1810 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1811 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1812 * have a feeling strange problems would result.
2000/* 1822/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
2004 */ 1826 */
2005
2006object * 1827object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1829{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1830 if (m == NULL || out_of_map (m, x, y))
2013 { 1831 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1833 return NULL;
2016 } 1834 }
1835
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2018 if (tmp->arch == at) 1837 if (tmp->arch == at)
2019 return tmp; 1838 return tmp;
1839
2020 return NULL; 1840 return NULL;
2021} 1841}
2022 1842
2023/* 1843/*
2024 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2027 */ 1847 */
2028
2029object * 1848object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1849present (unsigned char type, maptile *m, int x, int y)
2031{ 1850{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1851 if (out_of_map (m, x, y))
2036 { 1852 {
2037 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1854 return NULL;
2039 } 1855 }
1856
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2041 if (tmp->type == type) 1858 if (tmp->type == type)
2042 return tmp; 1859 return tmp;
1860
2043 return NULL; 1861 return NULL;
2044} 1862}
2045 1863
2046/* 1864/*
2047 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2050 */ 1868 */
2051
2052object * 1869object *
2053present_in_ob (unsigned char type, const object *op) 1870present_in_ob (unsigned char type, const object *op)
2054{ 1871{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1873 if (tmp->type == type)
2060 return tmp; 1874 return tmp;
1875
2061 return NULL; 1876 return NULL;
2062} 1877}
2063 1878
2064/* 1879/*
2065 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1888 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1889 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1890 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1891 * to be unique.
2077 */ 1892 */
2078
2079object * 1893object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1894present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1895{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1898 return tmp;
2089 } 1899
2090 return NULL; 1900 return 0;
2091} 1901}
2092 1902
2093/* 1903/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2097 */ 1907 */
2098
2099object * 1908object *
2100present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
2101{ 1910{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1912 if (tmp->arch == at)
2107 return tmp; 1913 return tmp;
1914
2108 return NULL; 1915 return NULL;
2109} 1916}
2110 1917
2111/* 1918/*
2112 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2113 */ 1920 */
2114void 1921void
2115flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
2116{ 1923{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1924 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1926 {
2123 SET_FLAG (tmp, flag); 1927 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1928 flag_inv (tmp, flag);
2125 } 1929 }
2126} /* 1930}
1931
1932/*
2127 * desactivate recursively a flag on an object inventory 1933 * deactivate recursively a flag on an object inventory
2128 */ 1934 */
2129void 1935void
2130unflag_inv (object *op, int flag) 1936unflag_inv (object *op, int flag)
2131{ 1937{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1938 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1940 {
2138 CLEAR_FLAG (tmp, flag); 1941 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1942 unflag_inv (tmp, flag);
2140 } 1943 }
2141} 1944}
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively). 1948 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for 1949 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function. 1950 * him/her-self and all object carried by a call to this function.
2148 */ 1951 */
2149
2150void 1952void
2151set_cheat (object *op) 1953set_cheat (object *op)
2152{ 1954{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1955 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1956 flag_inv (op, FLAG_WAS_WIZ);
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 1975 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 1976 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 1977 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 1978 * customized, changed states, etc.
2177 */ 1979 */
2178
2179int 1980int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 1982{
2182 int
2183 i,
2184 index = 0, flag; 1983 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 1984 int altern[SIZEOFFREE];
2187 1985
2188 for (i = start; i < stop; i++) 1986 for (int i = start; i < stop; i++)
2189 { 1987 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 1989 if (!flag)
2192 altern[index++] = i; 1990 altern [index++] = i;
2193 1991
2194 /* Basically, if we find a wall on a space, we cut down the search size. 1992 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 1993 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 1994 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 1995 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 1996 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 1997 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 1998 * won't look 2 spaces south of the target space.
2201 */ 1999 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 2001 stop = maxfree[i];
2204 } 2002 }
2003
2205 if (!index) 2004 if (!index)
2206 return -1; 2005 return -1;
2006
2207 return altern[RANDOM () % index]; 2007 return altern[RANDOM () % index];
2208} 2008}
2209 2009
2210/* 2010/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2011 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2012 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2013 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2014 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2015 */
2216
2217int 2016int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2017find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2018{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2019 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2021 return i;
2227 } 2022
2228 return -1; 2023 return -1;
2229} 2024}
2230 2025
2231/* 2026/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2027 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2028 * arr[begin..end-1].
2029 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2030 */
2235static void 2031static void
2236permute (int *arr, int begin, int end) 2032permute (int *arr, int begin, int end)
2237{ 2033{
2238 int 2034 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2035 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2036
2249 tmp = arr[i]; 2037 while (--end)
2250 arr[i] = arr[j]; 2038 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2039}
2254 2040
2255/* new function to make monster searching more efficient, and effective! 2041/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2042 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2043 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2046 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2047 */
2262void 2048void
2263get_search_arr (int *search_arr) 2049get_search_arr (int *search_arr)
2264{ 2050{
2265 int 2051 int i;
2266 i;
2267 2052
2268 for (i = 0; i < SIZEOFFREE; i++) 2053 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2054 search_arr[i] = i;
2271 }
2272 2055
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2056 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2057 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2058 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2059}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2068 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2069 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2070 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2071 * there is capable of.
2289 */ 2072 */
2290
2291int 2073int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2074find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2075{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2076 int i, max = SIZEOFFREE, mflags;
2297 2077
2298 sint16 nx, ny; 2078 sint16 nx, ny;
2299 object * 2079 object *tmp;
2300 tmp; 2080 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2081
2304 MoveType blocked, move_type; 2082 MoveType blocked, move_type;
2305 2083
2306 if (exclude && exclude->head) 2084 if (exclude && exclude->head)
2307 { 2085 {
2319 mp = m; 2097 mp = m;
2320 nx = x + freearr_x[i]; 2098 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2099 ny = y + freearr_y[i];
2322 2100
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2102
2324 if (mflags & P_OUT_OF_MAP) 2103 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2104 max = maxfree[i];
2327 }
2328 else 2105 else
2329 { 2106 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2107 mapspace &ms = mp->at (nx, ny);
2108
2109 blocked = ms.move_block;
2331 2110
2332 if ((move_type & blocked) == move_type) 2111 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2112 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2113 else if (mflags & P_IS_ALIVE)
2337 { 2114 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2115 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2117 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2118 break;
2343 } 2119
2344 }
2345 if (tmp) 2120 if (tmp)
2346 {
2347 return freedir[i]; 2121 return freedir[i];
2348 }
2349 } 2122 }
2350 } 2123 }
2351 } 2124 }
2125
2352 return 0; 2126 return 0;
2353} 2127}
2354 2128
2355/* 2129/*
2356 * distance(object 1, object 2) will return the square of the 2130 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2131 * distance between the two given objects.
2358 */ 2132 */
2359
2360int 2133int
2361distance (const object *ob1, const object *ob2) 2134distance (const object *ob1, const object *ob2)
2362{ 2135{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2137}
2369 2138
2370/* 2139/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2140 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2141 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2142 * object, needs to travel toward it.
2374 */ 2143 */
2375
2376int 2144int
2377find_dir_2 (int x, int y) 2145find_dir_2 (int x, int y)
2378{ 2146{
2379 int 2147 int q;
2380 q;
2381 2148
2382 if (y) 2149 if (y)
2383 q = x * 100 / y; 2150 q = x * 100 / y;
2384 else if (x) 2151 else if (x)
2385 q = -300 * x; 2152 q = -300 * x;
2420int 2187int
2421absdir (int d) 2188absdir (int d)
2422{ 2189{
2423 while (d < 1) 2190 while (d < 1)
2424 d += 8; 2191 d += 8;
2192
2425 while (d > 8) 2193 while (d > 8)
2426 d -= 8; 2194 d -= 8;
2195
2427 return d; 2196 return d;
2428} 2197}
2429 2198
2430/* 2199/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2433 */ 2202 */
2434 2203
2435int 2204int
2436dirdiff (int dir1, int dir2) 2205dirdiff (int dir1, int dir2)
2437{ 2206{
2438 int 2207 int d;
2439 d;
2440 2208
2441 d = abs (dir1 - dir2); 2209 d = abs (dir1 - dir2);
2442 if (d > 4) 2210 if (d > 4)
2443 d = 8 - d; 2211 d = 8 - d;
2212
2444 return d; 2213 return d;
2445} 2214}
2446 2215
2447/* peterm: 2216/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2220 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2221 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2222 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2223 * functions.
2455 */ 2224 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2225int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2226 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2227 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2228 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2229 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2230 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2278 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2279 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2280 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2281 * Modified to be map tile aware -.MSW
2515 */ 2282 */
2516
2517
2518int 2283int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2284can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2285{
2521 sint16 dx, dy; 2286 sint16 dx, dy;
2522 int
2523 mflags; 2287 int mflags;
2524 2288
2525 if (dir < 0) 2289 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2290 return 0; /* exit condition: invalid direction */
2527 2291
2528 dx = x + freearr_x[dir]; 2292 dx = x + freearr_x[dir];
2541 return 0; 2305 return 0;
2542 2306
2543 /* yes, can see. */ 2307 /* yes, can see. */
2544 if (dir < 9) 2308 if (dir < 9)
2545 return 1; 2309 return 1;
2310
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2311 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2312 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2313 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2314}
2549
2550
2551 2315
2552/* 2316/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2317 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2318 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2319 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2333}
2570 2334
2571
2572/* 2335/*
2573 * create clone from object to another 2336 * create clone from object to another
2574 */ 2337 */
2575object * 2338object *
2576object_create_clone (object *asrc) 2339object_create_clone (object *asrc)
2577{ 2340{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2341 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2342
2581 if (!asrc) 2343 if (!asrc)
2582 return NULL; 2344 return 0;
2345
2583 src = asrc; 2346 src = asrc;
2584 if (src->head) 2347 if (src->head)
2585 src = src->head; 2348 src = src->head;
2586 2349
2587 prev = NULL; 2350 prev = 0;
2588 for (part = src; part; part = part->more) 2351 for (part = src; part; part = part->more)
2589 { 2352 {
2590 tmp = get_object (); 2353 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2354 tmp->x -= src->x;
2593 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2594 if (!part->head) 2357 if (!part->head)
2595 { 2358 {
2596 dst = tmp; 2359 dst = tmp;
2597 tmp->head = NULL; 2360 tmp->head = 0;
2598 } 2361 }
2599 else 2362 else
2600 {
2601 tmp->head = dst; 2363 tmp->head = dst;
2602 } 2364
2603 tmp->more = NULL; 2365 tmp->more = 0;
2366
2604 if (prev) 2367 if (prev)
2605 prev->more = tmp; 2368 prev->more = tmp;
2369
2606 prev = tmp; 2370 prev = tmp;
2607 } 2371 }
2608 2372
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2375
2615 return dst; 2376 return dst;
2616} 2377}
2617 2378
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2379/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2380/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2382/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2383/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2384/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2385object *
2640load_object_str (const char *obstr) 2386load_object_str (const char *obstr)
2641{ 2387{
2642 object * 2388 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2389 char filename[MAX_BUF];
2646 2390
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2392
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2393 FILE *tempfile = fopen (filename, "w");
2651 2394
2652 if (tempfile == NULL) 2395 if (tempfile == NULL)
2653 { 2396 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2398 return NULL;
2656 }; 2399 }
2400
2657 fprintf (tempfile, obstr); 2401 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2402 fclose (tempfile);
2659 2403
2660 op = get_object (); 2404 op = object::create ();
2661 2405
2662 object_thawer thawer (filename); 2406 object_thawer thawer (filename);
2663 2407
2664 if (thawer) 2408 if (thawer)
2665 load_object (thawer, op, 0); 2409 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2419 * returns NULL if no match.
2676 */ 2420 */
2677object * 2421object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2422find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2423{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2424 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2425 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2426 return tmp;
2686 2427
2687 return NULL; 2428 return 0;
2688} 2429}
2689 2430
2690/* If ob has a field named key, return the link from the list, 2431/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2432 * otherwise return NULL.
2692 * 2433 *
2694 * do the desired thing. 2435 * do the desired thing.
2695 */ 2436 */
2696key_value * 2437key_value *
2697get_ob_key_link (const object *ob, const char *key) 2438get_ob_key_link (const object *ob, const char *key)
2698{ 2439{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2440 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2441 if (link->key == key)
2705 {
2706 return link; 2442 return link;
2707 }
2708 }
2709 2443
2710 return NULL; 2444 return 0;
2711} 2445}
2712 2446
2713/* 2447/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2448 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2449 *
2718 * The returned string is shared. 2452 * The returned string is shared.
2719 */ 2453 */
2720const char * 2454const char *
2721get_ob_key_value (const object *op, const char *const key) 2455get_ob_key_value (const object *op, const char *const key)
2722{ 2456{
2723 key_value * 2457 key_value *link;
2724 link; 2458 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2459
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2460 if (!canonical_key)
2731 { 2461 {
2732 /* 1. There being a field named key on any object 2462 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2463 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2464 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2465 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2466 */
2737 return NULL; 2467 return 0;
2738 } 2468 }
2739 2469
2740 /* This is copied from get_ob_key_link() above - 2470 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2471 * only 4 lines, and saves the function call overhead.
2742 */ 2472 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2473 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2474 if (link->key == canonical_key)
2746 {
2747 return link->value; 2475 return link->value;
2748 } 2476
2749 }
2750 return NULL; 2477 return 0;
2751} 2478}
2752 2479
2753 2480
2754/* 2481/*
2755 * Updates the canonical_key in op to value. 2482 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2489 * Returns TRUE on success.
2763 */ 2490 */
2764int 2491int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2493{
2767 key_value *
2768 field = NULL, *last = NULL; 2494 key_value *field = NULL, *last = NULL;
2769 2495
2770 for (field = op->key_values; field != NULL; field = field->next) 2496 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2497 {
2772 if (field->key != canonical_key) 2498 if (field->key != canonical_key)
2773 { 2499 {
2801 /* IF we get here, key doesn't exist */ 2527 /* IF we get here, key doesn't exist */
2802 2528
2803 /* No field, we'll have to add it. */ 2529 /* No field, we'll have to add it. */
2804 2530
2805 if (!add_key) 2531 if (!add_key)
2806 {
2807 return FALSE; 2532 return FALSE;
2808 } 2533
2809 /* There isn't any good reason to store a null 2534 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2535 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2536 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2537 * be here. If user wants to store empty strings,
2813 * should pass in "" 2538 * should pass in ""
2840{ 2565{
2841 shstr key_ (key); 2566 shstr key_ (key);
2842 2567
2843 return set_ob_key_value_s (op, key_, value, add_key); 2568 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2569}
2570
2571object::depth_iterator::depth_iterator (object *container)
2572: iterator_base (container)
2573{
2574 while (item->inv)
2575 item = item->inv;
2576}
2577
2578void
2579object::depth_iterator::next ()
2580{
2581 if (item->below)
2582 {
2583 item = item->below;
2584
2585 while (item->inv)
2586 item = item->inv;
2587 }
2588 else
2589 item = item->env;
2590}
2591
2592// return a suitable string describing an objetc in enough detail to find it
2593const char *
2594object::debug_desc (char *info) const
2595{
2596 char info2[256 * 3];
2597 char *p = info;
2598
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2600 count,
2601 &name,
2602 title ? " " : "",
2603 title ? (const char *)title : "");
2604
2605 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607
2608 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2610
2611 return info;
2612}
2613
2614const char *
2615object::debug_desc () const
2616{
2617 static char info[256 * 3];
2618 return debug_desc (info);
2619}
2620

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