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Comparing deliantra/server/common/object.C (file contents):
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378 362
379void 363char *
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 364dump_object (object *op)
435{ 365{
436 if (op == NULL) 366 if (!op)
437 { 367 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 368
445void 369 object_freezer freezer;
446dump_all_objects (void) 370 save_object (freezer, op, 1);
447{ 371 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454 }
455} 372}
456 373
457/* 374/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
475} 392}
476 393
477/* 394/*
478 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
479 */ 396 */
480
481object * 397object *
482find_object (tag_t i) 398find_object (tag_t i)
483{ 399{
484 object *op; 400 return ((unsigned int)i) < objects.size ()
485 401 ? objects [i]
486 for (op = object::first; op != NULL; op = op->next) 402 : 0;
487 if (op->count == i)
488 break;
489 return op;
490} 403}
491 404
492/* 405/*
493 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
494 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
495 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
496 */ 409 */
497
498object * 410object *
499find_object_name (const char *str) 411find_object_name (const char *str)
500{ 412{
501 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
502 object *op; 414 object *op;
503 415
504 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
505 if (op->name == str_) 417 if (op->name == str_)
506 break; 418 break;
507 419
508 return op; 420 return op;
509} 421}
552 } 464 }
553 465
554 op->key_values = 0; 466 op->key_values = 0;
555} 467}
556 468
557void object::clear ()
558{
559 attachable_base::clear ();
560
561 free_key_values (this);
562
563 owner = 0;
564 name = 0;
565 name_pl = 0;
566 title = 0;
567 race = 0;
568 slaying = 0;
569 skill = 0;
570 msg = 0;
571 lore = 0;
572 custom_name = 0;
573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587
588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
597}
598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606}
607
608/* 469/*
609 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
610 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
611 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
612 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
614 * will point at garbage. 475 * will point at garbage.
615 */ 476 */
616void 477void
617copy_object (object *op2, object *op) 478object::copy_to (object *dst)
618{ 479{
619 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
621 482
622 op2->clone (op); 483 *(object_copy *)dst = *this;
623 484
624 if (is_freed) 485 if (is_freed)
625 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
626 if (is_removed) 488 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
628 490
629 if (op2->speed < 0) 491 if (speed < 0)
630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
631 493
632 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
633 if (op2->key_values) 495 if (key_values)
634 { 496 {
635 key_value *tail = 0; 497 key_value *tail = 0;
636 key_value *i; 498 key_value *i;
637 499
638 op->key_values = 0; 500 dst->key_values = 0;
639 501
640 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
641 { 503 {
642 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
643 505
644 new_link->next = 0; 506 new_link->next = 0;
645 new_link->key = i->key; 507 new_link->key = i->key;
646 new_link->value = i->value; 508 new_link->value = i->value;
647 509
648 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
649 if (!op->key_values) 511 if (!dst->key_values)
650 { 512 {
651 op->key_values = new_link; 513 dst->key_values = new_link;
652 tail = new_link; 514 tail = new_link;
653 } 515 }
654 else 516 else
655 { 517 {
656 tail->next = new_link; 518 tail->next = new_link;
657 tail = new_link; 519 tail = new_link;
658 } 520 }
659 } 521 }
660 } 522 }
661 523
662 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
663} 533}
664 534
665/* 535/*
666 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
667 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
668 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
669 */ 539 */
670
671void 540void
672update_turn_face (object *op) 541update_turn_face (object *op)
673{ 542{
674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
675 return; 544 return;
545
676 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
677 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
678} 548}
679 549
680/* 550/*
681 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
682 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
683 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
684 */ 554 */
685void 555void
686update_ob_speed (object *op) 556object::set_speed (float speed)
687{ 557{
688 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
689
690 /* No reason putting the archetypes objects on the speed list,
691 * since they never really need to be updated.
692 */
693
694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 { 559 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697#ifdef MANY_CORES
698 abort ();
699#else
700 op->speed = 0; 561 speed = 0;
701#endif
702 }
703
704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 { 562 }
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
711 return;
712 563
713 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
714 * of the list. */
715 op->active_next = active_objects;
716 565
717 if (op->active_next != NULL) 566 if (has_active_speed ())
718 op->active_next->active_prev = op; 567 activate ();
719
720 active_objects = op;
721 }
722 else 568 else
723 { 569 deactivate ();
724 /* If not on the active list, nothing needs to be done */
725 if (!op->active_next && !op->active_prev && op != active_objects)
726 return;
727
728 if (op->active_prev == NULL)
729 {
730 active_objects = op->active_next;
731
732 if (op->active_next != NULL)
733 op->active_next->active_prev = NULL;
734 }
735 else
736 {
737 op->active_prev->active_next = op->active_next;
738
739 if (op->active_next)
740 op->active_next->active_prev = op->active_prev;
741 }
742
743 op->active_next = NULL;
744 op->active_prev = NULL;
745 }
746} 570}
747 571
748/* This function removes object 'op' from the list of active
749 * objects.
750 * This should only be used for style maps or other such
751 * reference maps where you don't want an object that isn't
752 * in play chewing up cpu time getting processed.
753 * The reverse of this is to call update_ob_speed, which
754 * will do the right thing based on the speed of the object.
755 */
756void
757remove_from_active_list (object *op)
758{
759 /* If not on the active list, nothing needs to be done */
760 if (!op->active_next && !op->active_prev && op != active_objects)
761 return;
762
763 if (op->active_prev == NULL)
764 {
765 active_objects = op->active_next;
766 if (op->active_next != NULL)
767 op->active_next->active_prev = NULL;
768 }
769 else
770 {
771 op->active_prev->active_next = op->active_next;
772 if (op->active_next)
773 op->active_next->active_prev = op->active_prev;
774 }
775 op->active_next = NULL;
776 op->active_prev = NULL;
777}
778
779/* 572/*
780 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
781 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
782 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
783 * invisible object, etc...) 576 * invisible object, etc...)
784 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
785 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
786 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
787 * 580 *
788 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
789 * For example, if the only thing that has changed is the face (due to
790 * an animation), we don't need to call update_position until that actually
791 * comes into view of a player. OTOH, many other things, like addition/removal
792 * of walls or living creatures may need us to update the flags now.
793 * current action are: 582 * current action are:
794 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
795 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
797 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
798 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
799 */ 588 */
800
801void 589void
802update_object (object *op, int action) 590update_object (object *op, int action)
803{ 591{
804 int update_now = 0, flags;
805 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
806 593
807 if (op == NULL) 594 if (op == NULL)
808 { 595 {
809 /* this should never happen */ 596 /* this should never happen */
810 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
811 return; 598 return;
812 } 599 }
813 600
814 if (op->env != NULL) 601 if (op->env)
815 { 602 {
816 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
817 * to do in this case. 604 * to do in this case.
818 */ 605 */
819 return; 606 return;
824 */ 611 */
825 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
826 return; 613 return;
827 614
828 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
830 { 617 {
831 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
832#ifdef MANY_CORES 619#ifdef MANY_CORES
833 abort (); 620 abort ();
834#endif 621#endif
835 return; 622 return;
836 } 623 }
837 624
838 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
845 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
846 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
848 update_now = 1;
849
850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
851 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
852 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
854 update_now = 1;
855
856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857 update_now = 1;
858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
862 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
863 update_now = 1;
864
865 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
866 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
867
868 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
869 * to have move_allow right now. 642 * to have move_allow right now.
870 */ 643 */
871 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
872 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
873 646 m.flags_ = 0;
874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
876 } 647 }
877 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
878 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
879 * that is being removed. 650 * that is being removed.
880 */ 651 */
881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 update_now = 1; 653 m.flags_ = 0;
883 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
884 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
885 else 656 else
886 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
887 658
888 if (update_now)
889 {
890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891 update_position (op->map, op->x, op->y);
892 }
893
894 if (op->more != NULL) 659 if (op->more)
895 update_object (op->more, action); 660 update_object (op->more, action);
896} 661}
897 662
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first; 663object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 664
922object::object () 665object::object ()
923{ 666{
924 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
925 668
932 free_key_values (this); 675 free_key_values (this);
933} 676}
934 677
935void object::link () 678void object::link ()
936{ 679{
937 count = ++ob_count;
938 uuid = gen_uuid (); 680 uuid = gen_uuid ();
939 681
940 prev = 0; 682 refcnt_inc ();
941 next = object::first; 683 objects.insert (this);
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947} 684}
948 685
949void object::unlink () 686void object::unlink ()
950{ 687{
951 //count = 0;//D 688 objects.erase (this);
952 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
953 691
954 if (this == object::first) 692void
955 object::first = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
956 698
957 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
958 if (prev) prev->next = next; 700 actives.insert (this);
959 if (next) next->prev = prev; 701}
960 702
961 prev = 0; 703void
962 next = 0; 704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
963} 796}
964 797
965object *object::create () 798object *object::create ()
966{ 799{
967 object *op = new object; 800 object *op = new object;
968 op->link (); 801 op->link ();
969 return op; 802 return op;
970} 803}
971 804
972/* 805void
973 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 807{
984 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
985 return; 818 return;
986 819
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
988 remove_friendly_object (this);
989 821
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 823
993 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
994 851
995 if (more) 852 if (more)
996 { 853 {
997 more->free (free_inventory); 854 more->destroy ();
998 more = 0; 855 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 856 }
1042 857
1043 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
1044 owner = 0; 859 owner = 0;
1045 enemy = 0; 860 enemy = 0;
1046 attacked_by = 0; 861 attacked_by = 0;
862}
1047 863
1048 /* Remove object from the active list */ 864void
1049 speed = 0; 865object::destroy (bool destroy_inventory)
1050 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1051 869
1052 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1053 872
1054 mortals.push_back (this); 873 attachable::destroy ();
1055} 874}
1056 875
1057/* 876/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1060 */ 879 */
1061
1062void 880void
1063sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1064{ 882{
1065 while (op != NULL) 883 while (op != NULL)
1066 { 884 {
1070 op->carrying -= weight; 888 op->carrying -= weight;
1071 op = op->env; 889 op = op->env;
1072 } 890 }
1073} 891}
1074 892
1075/* remove_ob(op): 893/* op->remove ():
1076 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1077 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1078 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1079 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1080 * the previous environment. 898 * the previous environment.
1081 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1082 */ 900 */
1083
1084void 901void
1085remove_ob (object *op) 902object::remove ()
1086{ 903{
1087 object *tmp, *last = 0; 904 object *tmp, *last = 0;
1088 object *otmp; 905 object *otmp;
1089 906
1090 tag_t tag;
1091 int check_walk_off;
1092 mapstruct *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1097 return; 908 return;
1098 909
1099 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1100 912
1101 if (op->more != NULL) 913 if (more)
1102 remove_ob (op->more); 914 more->remove ();
1103 915
1104 /* 916 /*
1105 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1106 * inventory. 918 * inventory.
1107 */ 919 */
1108 if (op->env != NULL) 920 if (env)
1109 { 921 {
1110 if (op->nrof) 922 if (nrof)
1111 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1112 else 924 else
1113 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1114 926
1115 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 929 * to save cpu time.
1118 */ 930 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp); 932 otmp->update_stats ();
1121 933
1122 if (op->above != NULL) 934 if (above)
1123 op->above->below = op->below; 935 above->below = below;
1124 else 936 else
1125 op->env->inv = op->below; 937 env->inv = below;
1126 938
1127 if (op->below != NULL) 939 if (below)
1128 op->below->above = op->above; 940 below->above = above;
1129 941
1130 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1133 */ 945 */
1134 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1135 op->map = op->env->map; 947 map = env->map;
1136 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1137 op->env = NULL; 949 env = 0;
1138 } 950 }
1139 else if (op->map) 951 else if (map)
1140 { 952 {
1141 x = op->x; 953 if (type == PLAYER)
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 } 954 {
1155 955 --map->players;
1156 if (op->map != m) 956 map->touch ();
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */ 957 }
958
959 map->dirty = true;
1163 960
1164 /* link the object above us */ 961 /* link the object above us */
1165 if (op->above) 962 if (above)
1166 op->above->below = op->below; 963 above->below = below;
1167 else 964 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1169 966
1170 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1171 if (op->below) 968 if (below)
1172 op->below->above = op->above; 969 below->above = above;
1173 else 970 else
1174 { 971 {
1175 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1177 * evident 974 * evident
1178 */ 975 */
1179 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1180 { 977 {
1181 dump_object (op); 978 char *dump = dump_object (this);
1182 LOG (llevError, 979 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 980 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
981 free (dump);
1184 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1185 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1186 } 985 }
1187 986
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1189 } 988 }
1190 989
1191 op->above = 0; 990 above = 0;
1192 op->below = 0; 991 below = 0;
1193 992
1194 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1195 return; 994 return;
1196 995
1197 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199 997
1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1201 { 999 {
1202 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1203 * being removed. 1001 * being removed.
1204 */ 1002 */
1205 1003
1206 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1207 { 1005 {
1208 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1209 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1210 * appropriately. 1008 * appropriately.
1211 */ 1009 */
1212 if (tmp->container == op) 1010 if (tmp->container == this)
1213 { 1011 {
1214 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1215 tmp->container = NULL; 1013 tmp->container = 0;
1216 } 1014 }
1217 1015
1218 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1219 } 1018 }
1220 1019
1221 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1223 { 1024 {
1224 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1225 1026
1226 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1227 {
1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1229 }
1230 } 1029 }
1231 1030
1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1234 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1235 tmp->above = NULL; 1034 tmp->above = 0;
1236 1035
1237 last = tmp; 1036 last = tmp;
1238 } 1037 }
1239 1038
1240 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1241 if (last == NULL) 1041 if (!last)
1242 { 1042 map->at (x, y).flags_ = 0;
1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245 * those out anyways, and if there are any flags set right now, they won't
1246 * be correct anyways.
1247 */
1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249 update_position (op->map, op->x, op->y);
1250 }
1251 else 1043 else
1252 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1253 1045
1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1255 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1256 } 1048 }
1257} 1049}
1258 1050
1259/* 1051/*
1260 * merge_ob(op,top): 1052 * merge_ob(op,top):
1268merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1269{ 1061{
1270 if (!op->nrof) 1062 if (!op->nrof)
1271 return 0; 1063 return 0;
1272 1064
1273 if (top == NULL) 1065 if (top)
1274 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1275 1068
1276 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1277 { 1070 {
1278 if (top == op) 1071 if (top == op)
1279 continue; 1072 continue;
1280 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1281 { 1075 {
1282 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1283 1077
1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1285 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1286 remove_ob (op); 1080 op->destroy ();
1287 free_object (op);
1288 return top; 1081 return top;
1289 } 1082 }
1290 } 1083 }
1291 1084
1292 return 0; 1085 return 0;
1295/* 1088/*
1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1297 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1298 */ 1091 */
1299object * 1092object *
1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1301{ 1094{
1302 object *tmp;
1303
1304 if (op->head)
1305 op = op->head;
1306
1307 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1308 { 1096 {
1309 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1310 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1311 } 1099 }
1312 1100
1331 * Return value: 1119 * Return value:
1332 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1333 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1334 * just 'op' otherwise 1122 * just 'op' otherwise
1335 */ 1123 */
1336
1337object * 1124object *
1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1339{ 1126{
1340 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1341 sint16 x, y; 1128 sint16 x, y;
1342 1129
1343 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1344 { 1131 {
1345 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL; 1133 return NULL;
1347 } 1134 }
1348 1135
1349 if (m == NULL) 1136 if (!m)
1350 { 1137 {
1351 dump_object (op); 1138 char *dump = dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1353 return op; 1141 return op;
1354 } 1142 }
1355 1143
1356 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1357 { 1145 {
1358 dump_object (op); 1146 char *dump = dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1360#ifdef MANY_CORES 1148#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object 1149 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting 1150 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted. 1151 * improperly inserted.
1364 */ 1152 */
1365 abort (); 1153 abort ();
1366#endif 1154#endif
1155 free (dump);
1367 return op; 1156 return op;
1368 } 1157 }
1369 1158
1370 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 { 1160 {
1372 dump_object (op); 1161 char *dump = dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1374 return op; 1164 return op;
1375 } 1165 }
1376 1166
1377 if (op->more != NULL) 1167 if (op->more)
1378 { 1168 {
1379 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1380 1170
1381 object *more = op->more; 1171 object *more = op->more;
1382 1172
1383 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1384 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1387 */ 1177 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map) 1180 else if (!more->map)
1391 { 1181 {
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 { 1189 {
1400 if (!op->head) 1190 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402 1192
1403 return NULL; 1193 return 0;
1404 } 1194 }
1405 } 1195 }
1406 1196
1407 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1408 1198
1415 y = op->y; 1205 y = op->y;
1416 1206
1417 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1418 */ 1208 */
1419 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1422 { 1212 {
1423 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1424 remove_ob (tmp); 1214 tmp->destroy ();
1425 free_object (tmp);
1426 } 1215 }
1427 1216
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430 1219
1443 op->below = originator->below; 1232 op->below = originator->below;
1444 1233
1445 if (op->below) 1234 if (op->below)
1446 op->below->above = op; 1235 op->below->above = op;
1447 else 1236 else
1448 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1449 1238
1450 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1451 originator->below = op; 1240 originator->below = op;
1452 } 1241 }
1453 else 1242 else
1454 { 1243 {
1455 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457 { 1246 {
1458 object *last = NULL; 1247 object *last = 0;
1459 1248
1460 /* 1249 /*
1461 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1467 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1471 */ 1260 */
1472
1473 while (top != NULL) 1261 while (top)
1474 { 1262 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top; 1264 floor = top;
1477 1265
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1499 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd. 1289 * stacking is a bit odd.
1502 */ 1290 */
1503 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 { 1293 {
1506 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break; 1296 break;
1509 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1531 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532 1320
1533 if (op->above) 1321 if (op->above)
1534 op->above->below = op; 1322 op->above->below = op;
1535 1323
1536 op->below = NULL; 1324 op->below = 0;
1537 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1538 } 1326 }
1539 else 1327 else
1540 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1541 op->above = top->above; 1329 op->above = top->above;
1542 1330
1545 1333
1546 op->below = top; 1334 op->below = top;
1547 top->above = op; 1335 top->above = op;
1548 } 1336 }
1549 1337
1550 if (op->above == NULL) 1338 if (!op->above)
1551 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1552 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1553 1341
1554 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1555 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1556 1350
1557 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1559 */ 1353 */
1560 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1562 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1563 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1564 1358
1565 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1572 * of effect may be sufficient. 1366 * of effect may be sufficient.
1573 */ 1367 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1576 1370
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1579 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1580 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1582 * 1378 *
1583 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object(). 1382 * update_object().
1588 1384
1589 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 { 1387 {
1592 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1593 return NULL; 1389 return 0;
1594 1390
1595 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1596 * walk on's. 1392 * walk on's.
1597 */ 1393 */
1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1599 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1600 return NULL; 1396 return 0;
1601 } 1397 }
1602 1398
1603 return op; 1399 return op;
1604} 1400}
1605 1401
1606/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1607 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1608 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1609 */ 1405 */
1610void 1406void
1611replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1612{ 1408{
1613 object * 1409 object *tmp, *tmp1;
1614 tmp;
1615 object *
1616 tmp1;
1617 1410
1618 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1619 1412
1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1621 {
1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 { 1415 tmp->destroy ();
1624 remove_ob (tmp);
1625 free_object (tmp);
1626 }
1627 }
1628 1416
1629 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1630 1418
1631 tmp1->x = op->x; 1419 tmp1->x = op->x;
1632 tmp1->y = op->y; 1420 tmp1->y = op->y;
1633 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1634} 1428}
1635 1429
1636/* 1430/*
1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1638 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1639 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1640 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1641 * global static errmsg array. 1435 * global static errmsg array.
1642 */ 1436 */
1643
1644object * 1437object *
1645get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1646{ 1439{
1647 object * 1440 object *newob;
1648 newob;
1649 int
1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1651 1442
1652 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1653 { 1444 {
1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1655 return NULL; 1446 return NULL;
1656 } 1447 }
1657 1448
1658 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1659 1450
1660 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1661 { 1452 orig_ob->destroy (1);
1662 if (!is_removed)
1663 remove_ob (orig_ob);
1664 free_object2 (orig_ob, 1);
1665 }
1666 else if (!is_removed) 1453 else if (!is_removed)
1667 { 1454 {
1668 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1669 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1690 1477
1691object * 1478object *
1692decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1693{ 1480{
1694 object *tmp; 1481 object *tmp;
1695 player *pl;
1696 1482
1697 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1698 return op; 1484 return op;
1699 1485
1700 if (i > op->nrof) 1486 if (i > op->nrof)
1701 i = op->nrof; 1487 i = op->nrof;
1702 1488
1703 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i; 1490 op->nrof -= i;
1705 else if (op->env != NULL) 1491 else if (op->env)
1706 { 1492 {
1707 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1708 * therein? 1494 * therein?
1709 */ 1495 */
1710 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1711 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player. 1501 * and then searching the map for a player.
1716 */ 1502 */
1717 if (!tmp) 1503 if (!tmp)
1718 { 1504 for_all_players (pl)
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1721 break; 1508 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 } 1509 }
1727 1510
1728 if (i < op->nrof) 1511 if (i < op->nrof)
1729 { 1512 {
1730 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i; 1514 op->nrof -= i;
1732 if (tmp) 1515 if (tmp)
1733 {
1734 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1735 }
1736 } 1517 }
1737 else 1518 else
1738 { 1519 {
1739 remove_ob (op); 1520 op->remove ();
1740 op->nrof = 0; 1521 op->nrof = 0;
1741 if (tmp) 1522 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1744 }
1745 } 1524 }
1746 } 1525 }
1747 else 1526 else
1748 { 1527 {
1749 object *above = op->above; 1528 object *above = op->above;
1750 1529
1751 if (i < op->nrof) 1530 if (i < op->nrof)
1752 op->nrof -= i; 1531 op->nrof -= i;
1753 else 1532 else
1754 { 1533 {
1755 remove_ob (op); 1534 op->remove ();
1756 op->nrof = 0; 1535 op->nrof = 0;
1757 } 1536 }
1758 1537
1759 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1760 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1761 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1762 { 1541 {
1763 if (op->nrof) 1542 if (op->nrof)
1764 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1765 else 1544 else
1769 1548
1770 if (op->nrof) 1549 if (op->nrof)
1771 return op; 1550 return op;
1772 else 1551 else
1773 { 1552 {
1774 free_object (op); 1553 op->destroy ();
1775 return NULL; 1554 return 0;
1776 } 1555 }
1777} 1556}
1778 1557
1779/* 1558/*
1780 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1792 op->carrying += weight; 1571 op->carrying += weight;
1793 op = op->env; 1572 op = op->env;
1794 } 1573 }
1795} 1574}
1796 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1797/* 1596/*
1798 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1799 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1800 * inside the object environment. 1599 * inside the object environment.
1801 * 1600 *
1802 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803 * the inventory at the last position or next to other objects of the same
1804 * type.
1805 * Frank: Now sorted by type, archetype and magic!
1806 *
1807 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1808 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1809 */ 1603 */
1810 1604
1811object * 1605object *
1812insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1813{ 1607{
1814 object * 1608 object *tmp, *otmp;
1815 tmp, *
1816 otmp;
1817 1609
1818 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 { 1611 op->remove ();
1820 dump_object (op);
1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822 return op;
1823 }
1824
1825 if (where == NULL)
1826 {
1827 dump_object (op);
1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829 return op;
1830 }
1831
1832 if (where->head)
1833 {
1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835 where = where->head;
1836 }
1837 1612
1838 if (op->more) 1613 if (op->more)
1839 { 1614 {
1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1841 return op; 1616 return op;
1843 1618
1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1845 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1846 if (op->nrof) 1621 if (op->nrof)
1847 { 1622 {
1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1849 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1850 { 1625 {
1851 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1852 (client needs the original object) */ 1627 (client needs the original object) */
1853 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1854 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1855 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1856 */ 1631 */
1857 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1858 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1859 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1860 op = tmp; 1635 op = tmp;
1861 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1862 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1863 break; 1638 break;
1864 } 1639 }
1865 1640
1866 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1867 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1868 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1869 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1870 * the linking below 1645 * the linking below
1871 */ 1646 */
1872 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1873 } 1648 }
1874 else 1649 else
1875 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1876 1651
1877 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1878 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1879 {
1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881 fix_player (otmp); 1655 otmp->update_stats ();
1882 }
1883 1656
1884 op->map = NULL; 1657 op->map = 0;
1885 op->env = where; 1658 op->env = this;
1886 op->above = NULL; 1659 op->above = 0;
1887 op->below = NULL; 1660 op->below = 0;
1888 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1889 1662
1890 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1891 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1892 { 1665 {
1893#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1895#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1897 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1898 } 1671 }
1899 1672
1900 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1901 * It sure simplifies this function... 1674 * It sure simplifies this function...
1902 */ 1675 */
1903 if (where->inv == NULL) 1676 if (!inv)
1904 where->inv = op; 1677 inv = op;
1905 else 1678 else
1906 { 1679 {
1907 op->below = where->inv; 1680 op->below = inv;
1908 op->below->above = op; 1681 op->below->above = op;
1909 where->inv = op; 1682 inv = op;
1910 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1911 return op; 1687 return op;
1912} 1688}
1913 1689
1914/* 1690/*
1915 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1929 * 1705 *
1930 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1931 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1932 * on top. 1708 * on top.
1933 */ 1709 */
1934
1935int 1710int
1936check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1937{ 1712{
1938 object * 1713 object *tmp;
1939 tmp; 1714 maptile *m = op->map;
1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1945 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1946 1716
1947 MoveType 1717 MoveType move_on, move_slow, move_block;
1948 move_on,
1949 move_slow,
1950 move_block;
1951 1718
1952 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953 return 0; 1720 return 0;
1954
1955 tag = op->count;
1956 1721
1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1960 1725
1976 1741
1977 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1978 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1979 */ 1744 */
1980 1745
1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1982 { 1747 {
1983 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1984 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1985 * we don't need to check all of them. 1750 * we don't need to check all of them.
1986 */ 1751 */
2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2023 { 1788 {
2024 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
2025 1790
2026 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2027 return 1; 1792 return 1;
2028 1793
2029 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2030 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2031 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2041/* 1806/*
2042 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2043 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2044 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2045 */ 1810 */
2046
2047object * 1811object *
2048present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2049{ 1813{
2050 object *
2051 tmp;
2052
2053 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2054 { 1815 {
2055 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2056 return NULL; 1817 return NULL;
2057 } 1818 }
2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2059 if (tmp->arch == at) 1821 if (tmp->arch == at)
2060 return tmp; 1822 return tmp;
1823
2061 return NULL; 1824 return NULL;
2062} 1825}
2063 1826
2064/* 1827/*
2065 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2066 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2067 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2068 */ 1831 */
2069
2070object * 1832object *
2071present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2072{ 1834{
2073 object *
2074 tmp;
2075
2076 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2077 { 1836 {
2078 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2079 return NULL; 1838 return NULL;
2080 } 1839 }
2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2082 if (tmp->type == type) 1842 if (tmp->type == type)
2083 return tmp; 1843 return tmp;
1844
2084 return NULL; 1845 return NULL;
2085} 1846}
2086 1847
2087/* 1848/*
2088 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2089 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2090 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2091 */ 1852 */
2092
2093object * 1853object *
2094present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2095{ 1855{
2096 object *
2097 tmp;
2098
2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100 if (tmp->type == type) 1857 if (tmp->type == type)
2101 return tmp; 1858 return tmp;
1859
2102 return NULL; 1860 return NULL;
2103} 1861}
2104 1862
2105/* 1863/*
2106 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2114 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2115 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2116 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2117 * to be unique. 1875 * to be unique.
2118 */ 1876 */
2119
2120object * 1877object *
2121present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2122{ 1879{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 {
2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129 return tmp; 1882 return tmp;
2130 } 1883
2131 return NULL; 1884 return 0;
2132} 1885}
2133 1886
2134/* 1887/*
2135 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2136 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2138 */ 1891 */
2139
2140object * 1892object *
2141present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2142{ 1894{
2143 object *
2144 tmp;
2145
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if (tmp->arch == at) 1896 if (tmp->arch == at)
2148 return tmp; 1897 return tmp;
1898
2149 return NULL; 1899 return NULL;
2150} 1900}
2151 1901
2152/* 1902/*
2153 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2154 */ 1904 */
2155void 1905void
2156flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2157{ 1907{
2158 object *
2159 tmp;
2160
2161 if (op->inv) 1908 if (op->inv)
2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 { 1910 {
2164 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2165 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2166 } 1913 }
2167} /* 1914}
1915
1916/*
2168 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2169 */ 1918 */
2170void 1919void
2171unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2172{ 1921{
2173 object *
2174 tmp;
2175
2176 if (op->inv) 1922 if (op->inv)
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 { 1924 {
2179 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2180 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2181 } 1927 }
2182} 1928}
2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2186 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2187 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2188 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2189 */ 1935 */
2190
2191void 1936void
2192set_cheat (object *op) 1937set_cheat (object *op)
2193{ 1938{
2194 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2195 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2214 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2215 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2216 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2217 * customized, changed states, etc. 1962 * customized, changed states, etc.
2218 */ 1963 */
2219
2220int 1964int
2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2222{ 1966{
2223 int
2224 i,
2225 index = 0, flag; 1967 int index = 0, flag;
2226 static int
2227 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2228 1969
2229 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2230 { 1971 {
2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2232 if (!flag) 1973 if (!flag)
2233 altern[index++] = i; 1974 altern [index++] = i;
2234 1975
2235 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2236 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2237 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2238 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2239 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2240 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2241 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2242 */ 1983 */
2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2244 stop = maxfree[i]; 1985 stop = maxfree[i];
2245 } 1986 }
1987
2246 if (!index) 1988 if (!index)
2247 return -1; 1989 return -1;
1990
2248 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2249} 1992}
2250 1993
2251/* 1994/*
2252 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2253 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2254 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2255 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2256 */ 1999 */
2257
2258int 2000int
2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2260{ 2002{
2261 int
2262 i;
2263
2264 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2265 {
2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2267 return i; 2005 return i;
2268 } 2006
2269 return -1; 2007 return -1;
2270} 2008}
2271 2009
2272/* 2010/*
2273 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2274 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2275 */ 2014 */
2276static void 2015static void
2277permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2278{ 2017{
2279 int 2018 arr += begin;
2280 i,
2281 j,
2282 tmp,
2283 len;
2284
2285 len = end - begin; 2019 end -= begin;
2286 for (i = begin; i < end; i++)
2287 {
2288 j = begin + RANDOM () % len;
2289 2020
2290 tmp = arr[i]; 2021 while (--end)
2291 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2292 arr[j] = tmp;
2293 }
2294} 2023}
2295 2024
2296/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2297 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2298 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2301 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2302 */ 2031 */
2303void 2032void
2304get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2305{ 2034{
2306 int 2035 int i;
2307 i;
2308 2036
2309 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2038 search_arr[i] = i;
2312 }
2313 2039
2314 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2043}
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2055 * there is capable of.
2330 */ 2056 */
2331
2332int 2057int
2333find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2334{ 2059{
2335 int
2336 i,
2337 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2338 2061
2339 sint16 nx, ny; 2062 sint16 nx, ny;
2340 object * 2063 object *tmp;
2341 tmp; 2064 maptile *mp;
2342 mapstruct *
2343 mp;
2344 2065
2345 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2346 2067
2347 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2348 { 2069 {
2360 mp = m; 2081 mp = m;
2361 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2362 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2363 2084
2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2365 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2366 {
2367 max = maxfree[i]; 2088 max = maxfree[i];
2368 }
2369 else 2089 else
2370 { 2090 {
2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2372 2094
2373 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2374 {
2375 max = maxfree[i]; 2096 max = maxfree[i];
2376 }
2377 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2378 { 2098 {
2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2380 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2383 break; 2102 break;
2384 } 2103
2385 }
2386 if (tmp) 2104 if (tmp)
2387 {
2388 return freedir[i]; 2105 return freedir[i];
2389 }
2390 } 2106 }
2391 } 2107 }
2392 } 2108 }
2109
2393 return 0; 2110 return 0;
2394} 2111}
2395 2112
2396/* 2113/*
2397 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2398 * distance between the two given objects. 2115 * distance between the two given objects.
2399 */ 2116 */
2400
2401int 2117int
2402distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2403{ 2119{
2404 int
2405 i;
2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2408 return i;
2409} 2121}
2410 2122
2411/* 2123/*
2412 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2413 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2414 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2415 */ 2127 */
2416
2417int 2128int
2418find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2419{ 2130{
2420 int 2131 int q;
2421 q;
2422 2132
2423 if (y) 2133 if (y)
2424 q = x * 100 / y; 2134 q = x * 100 / y;
2425 else if (x) 2135 else if (x)
2426 q = -300 * x; 2136 q = -300 * x;
2461int 2171int
2462absdir (int d) 2172absdir (int d)
2463{ 2173{
2464 while (d < 1) 2174 while (d < 1)
2465 d += 8; 2175 d += 8;
2176
2466 while (d > 8) 2177 while (d > 8)
2467 d -= 8; 2178 d -= 8;
2179
2468 return d; 2180 return d;
2469} 2181}
2470 2182
2471/* 2183/*
2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 */ 2186 */
2475 2187
2476int 2188int
2477dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2478{ 2190{
2479 int 2191 int d;
2480 d;
2481 2192
2482 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2483 if (d > 4) 2194 if (d > 4)
2484 d = 8 - d; 2195 d = 8 - d;
2196
2485 return d; 2197 return d;
2486} 2198}
2487 2199
2488/* peterm: 2200/* peterm:
2489 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2492 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2493 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2494 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2495 * functions. 2207 * functions.
2496 */ 2208 */
2497
2498int
2499 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2500 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2501 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2502 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2503 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2504 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2552 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2553 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2554 * can see a direct way to get it 2264 * can see a direct way to get it
2555 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2556 */ 2266 */
2557
2558
2559int 2267int
2560can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2561{ 2269{
2562 sint16 dx, dy; 2270 sint16 dx, dy;
2563 int
2564 mflags; 2271 int mflags;
2565 2272
2566 if (dir < 0) 2273 if (dir < 0)
2567 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2568 2275
2569 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2582 return 0; 2289 return 0;
2583 2290
2584 /* yes, can see. */ 2291 /* yes, can see. */
2585 if (dir < 9) 2292 if (dir < 9)
2586 return 1; 2293 return 1;
2294
2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2589} 2298}
2590
2591
2592 2299
2593/* 2300/*
2594 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2595 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2596 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2610} 2317}
2611 2318
2612
2613/* 2319/*
2614 * create clone from object to another 2320 * create clone from object to another
2615 */ 2321 */
2616object * 2322object *
2617object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2618{ 2324{
2619 object *
2620 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2621 2326
2622 if (!asrc) 2327 if (!asrc)
2623 return NULL; 2328 return 0;
2329
2624 src = asrc; 2330 src = asrc;
2625 if (src->head) 2331 if (src->head)
2626 src = src->head; 2332 src = src->head;
2627 2333
2628 prev = NULL; 2334 prev = 0;
2629 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2630 { 2336 {
2631 tmp = get_object (); 2337 tmp = part->clone ();
2632 copy_object (part, tmp);
2633 tmp->x -= src->x; 2338 tmp->x -= src->x;
2634 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2635 if (!part->head) 2341 if (!part->head)
2636 { 2342 {
2637 dst = tmp; 2343 dst = tmp;
2638 tmp->head = NULL; 2344 tmp->head = 0;
2639 } 2345 }
2640 else 2346 else
2641 {
2642 tmp->head = dst; 2347 tmp->head = dst;
2643 } 2348
2644 tmp->more = NULL; 2349 tmp->more = 0;
2350
2645 if (prev) 2351 if (prev)
2646 prev->more = tmp; 2352 prev->more = tmp;
2353
2647 prev = tmp; 2354 prev = tmp;
2648 } 2355 }
2649 2356
2650 /*** copy inventory ***/
2651 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2652 {
2653 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2654 }
2655 2359
2656 return dst; 2360 return dst;
2657} 2361}
2658 2362
2659/* return true if the object was destroyed, 0 otherwise */
2660int
2661was_destroyed (const object *op, tag_t old_tag)
2662{
2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664 * robust */
2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666}
2667
2668/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2669
2670/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2671
2672/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2674/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2675
2676/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2677
2678/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2679
2680object * 2369object *
2681load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2682{ 2371{
2683 object * 2372 object *op;
2684 op;
2685 char
2686 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2687 2374
2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689 2376
2690 FILE *
2691 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2692 2378
2693 if (tempfile == NULL) 2379 if (tempfile == NULL)
2694 { 2380 {
2695 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2696 return NULL; 2382 return NULL;
2697 } 2383 }
2698 2384
2699 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2700 fclose (tempfile); 2386 fclose (tempfile);
2701 2387
2702 op = get_object (); 2388 op = object::create ();
2703 2389
2704 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2705 2391
2706 if (thawer) 2392 if (thawer)
2707 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2717 * returns NULL if no match. 2403 * returns NULL if no match.
2718 */ 2404 */
2719object * 2405object *
2720find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2721{ 2407{
2722 object *
2723 tmp;
2724
2725 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2726 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp; 2410 return tmp;
2728 2411
2729 return NULL; 2412 return 0;
2730} 2413}
2731 2414
2732/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2733 * otherwise return NULL. 2416 * otherwise return NULL.
2734 * 2417 *
2736 * do the desired thing. 2419 * do the desired thing.
2737 */ 2420 */
2738key_value * 2421key_value *
2739get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2740{ 2423{
2741 key_value *
2742 link;
2743
2744 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2745 {
2746 if (link->key == key) 2425 if (link->key == key)
2747 {
2748 return link; 2426 return link;
2749 }
2750 }
2751 2427
2752 return NULL; 2428 return 0;
2753} 2429}
2754 2430
2755/* 2431/*
2756 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2757 * 2433 *
2797 * Returns TRUE on success. 2473 * Returns TRUE on success.
2798 */ 2474 */
2799int 2475int
2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{ 2477{
2802 key_value *
2803 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2804 2479
2805 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2806 { 2481 {
2807 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2808 { 2483 {
2836 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2837 2512
2838 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2839 2514
2840 if (!add_key) 2515 if (!add_key)
2841 {
2842 return FALSE; 2516 return FALSE;
2843 } 2517
2844 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2845 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2846 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2847 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2848 * should pass in "" 2522 * should pass in ""
2897 } 2571 }
2898 else 2572 else
2899 item = item->env; 2573 item = item->env;
2900} 2574}
2901 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2902// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2903const char * 2606const char *
2904object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2905{ 2608{
2609 char flagdesc[512];
2906 char info2[256 * 3]; 2610 char info2[256 * 4];
2907 char *p = info; 2611 char *p = info;
2908 2612
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2910 count, 2614 count, uuid.seq,
2911 &name, 2615 &name,
2912 title ? " " : "", 2616 title ? "\",title:" : "",
2913 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2914 2619
2915 if (env) 2620 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917 2622
2918 if (map) 2623 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2920 2625
2921 return info; 2626 return info;
2922} 2627}
2923 2628
2924const char * 2629const char *
2925object::debug_desc () const 2630object::debug_desc () const
2926{ 2631{
2927 static char info[256 * 3]; 2632 static char info[256 * 4];
2928 return debug_desc (info); 2633 return debug_desc (info);
2929} 2634}
2930 2635

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