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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.100 by root, Mon Jan 1 12:28:45 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
554 } 466 }
555 467
556 op->key_values = 0; 468 op->key_values = 0;
557} 469}
558 470
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 471/*
611 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 477 * will point at garbage.
617 */ 478 */
618void 479void
619copy_object (object *op2, object *op) 480object::copy_to (object *dst)
620{ 481{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 484
624 op2->clone (op); 485 *(object_copy *)dst = *this;
625 486
626 if (is_freed) 487 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
628 if (is_removed) 490 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
630 492
631 if (op2->speed < 0) 493 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 495
634 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
635 if (op2->key_values) 497 if (key_values)
636 { 498 {
637 key_value *tail = 0; 499 key_value *tail = 0;
638 key_value *i; 500 key_value *i;
639 501
640 op->key_values = 0; 502 dst->key_values = 0;
641 503
642 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
643 { 505 {
644 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
645 507
646 new_link->next = 0; 508 new_link->next = 0;
647 new_link->key = i->key; 509 new_link->key = i->key;
648 new_link->value = i->value; 510 new_link->value = i->value;
649 511
650 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
651 if (!op->key_values) 513 if (!dst->key_values)
652 { 514 {
653 op->key_values = new_link; 515 dst->key_values = new_link;
654 tail = new_link; 516 tail = new_link;
655 } 517 }
656 else 518 else
657 { 519 {
658 tail->next = new_link; 520 tail->next = new_link;
659 tail = new_link; 521 tail = new_link;
660 } 522 }
661 } 523 }
662 } 524 }
663 525
664 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
665} 535}
666 536
667/* 537/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
671 */ 541 */
672
673void 542void
674update_turn_face (object *op) 543update_turn_face (object *op)
675{ 544{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 546 return;
547
678 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
680} 550}
681 551
682/* 552/*
683 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
686 */ 556 */
687void 557void
688update_ob_speed (object *op) 558object::set_speed (float speed)
689{ 559{
690 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 561 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 563 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 564 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 565
715 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 567
719 if (op->active_next != NULL) 568 if (has_active_speed ())
720 op->active_next->active_prev = op; 569 activate ();
721
722 active_objects = op;
723 }
724 else 570 else
725 { 571 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 572}
749 573
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 574/*
782 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 578 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
789 * 582 *
790 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 584 * current action are:
796 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
801 */ 590 */
802
803void 591void
804update_object (object *op, int action) 592update_object (object *op, int action)
805{ 593{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
808 595
809 if (op == NULL) 596 if (op == NULL)
810 { 597 {
811 /* this should never happen */ 598 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 600 return;
814 } 601 }
815 602
816 if (op->env != NULL) 603 if (op->env)
817 { 604 {
818 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
819 * to do in this case. 606 * to do in this case.
820 */ 607 */
821 return; 608 return;
826 */ 613 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 615 return;
829 616
830 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 619 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 621#ifdef MANY_CORES
835 abort (); 622 abort ();
836#endif 623#endif
837 return; 624 return;
838 } 625 }
839 626
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
847 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
848 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 644 * to have move_allow right now.
872 */ 645 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 648 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 649 }
879 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 652 * that is being removed.
882 */ 653 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 655 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
887 else 658 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 660
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 661 if (op->more)
897 update_object (op->more, action); 662 update_object (op->more, action);
898} 663}
899 664
900static unordered_vector<object *> mortals; 665object *object::first;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 666
922object::object () 667object::object ()
923{ 668{
924 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
925 670
936{ 681{
937 count = ++ob_count; 682 count = ++ob_count;
938 uuid = gen_uuid (); 683 uuid = gen_uuid ();
939 684
940 prev = 0; 685 prev = 0;
941 next = objects; 686 next = object::first;
942 687
943 if (objects) 688 if (object::first)
944 objects->prev = this; 689 object::first->prev = this;
945 690
946 objects = this; 691 object::first = this;
947} 692}
948 693
949void object::unlink () 694void object::unlink ()
950{ 695{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects) 696 if (this == object::first)
955 objects = next; 697 object::first = next;
956 698
957 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 700 if (prev) prev->next = next;
959 if (next) next->prev = prev; 701 if (next) next->prev = prev;
960 702
961 prev = 0; 703 prev = 0;
962 next = 0; 704 next = 0;
963} 705}
964 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
965object *object::create () 831object *object::create ()
966{ 832{
967 object *op = new object; 833 object *op = new object;
968 op->link (); 834 op->link ();
969 return op; 835 return op;
970} 836}
971 837
972/* 838void
973 * free_object() frees everything allocated by an object, removes 839object::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{ 840{
984 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
985 return; 851 return;
986 852
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
988 remove_friendly_object (this);
989 854
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 856
993 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
994 883
995 if (more) 884 if (more)
996 { 885 {
997 more->free (free_inventory); 886 more->destroy ();
998 more = 0; 887 more = 0;
999 } 888 }
1000 889
1001 if (inv) 890 // clear those pointers that likely might have circular references to us
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0; 891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
1044 894
1045 /* Remove object from the active list */ 895 // only relevant for players(?), but make sure of it anyways
1046 speed = 0; 896 contr = 0;
1047 update_ob_speed (this); 897}
1048 898
1049 unlink (); 899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
1050 904
1051 mortals.push_back (this); 905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1052} 909}
1053 910
1054/* 911/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1057 */ 914 */
1058
1059void 915void
1060sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1061{ 917{
1062 while (op != NULL) 918 while (op != NULL)
1063 { 919 {
1064 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 922
1068 op->carrying -= weight; 923 op->carrying -= weight;
1069 op = op->env; 924 op = op->env;
1070 } 925 }
1071} 926}
1072 927
1073/* remove_ob(op): 928/* op->remove ():
1074 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 933 * the previous environment.
1079 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1080 */ 935 */
1081
1082void 936void
1083remove_ob (object *op) 937object::remove ()
1084{ 938{
939 object *tmp, *last = 0;
1085 object * 940 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 941
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 943 return;
1104 944
1105 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1106 947
1107 if (op->more != NULL) 948 if (more)
1108 remove_ob (op->more); 949 more->remove ();
1109 950
1110 /* 951 /*
1111 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1112 * inventory. 953 * inventory.
1113 */ 954 */
1114 if (op->env != NULL) 955 if (env)
1115 { 956 {
1116 if (op->nrof) 957 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1118 else 959 else
1119 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1120 961
1121 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 964 * to save cpu time.
1124 */ 965 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 967 otmp->update_stats ();
1127 968
1128 if (op->above != NULL) 969 if (above)
1129 op->above->below = op->below; 970 above->below = below;
1130 else 971 else
1131 op->env->inv = op->below; 972 env->inv = below;
1132 973
1133 if (op->below != NULL) 974 if (below)
1134 op->below->above = op->above; 975 below->above = above;
1135 976
1136 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1139 */ 980 */
1140 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1141 op->map = op->env->map; 982 map = env->map;
1142 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1143 op->env = NULL; 984 env = 0;
1144 } 985 }
1145 else if (op->map) 986 else if (map)
1146 { 987 {
1147 x = op->x; 988 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 989 {
1161 990 --map->players;
1162 if (op->map != m) 991 map->touch ();
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 992 }
993
994 map->dirty = true;
1169 995
1170 /* link the object above us */ 996 /* link the object above us */
1171 if (op->above) 997 if (above)
1172 op->above->below = op->below; 998 above->below = below;
1173 else 999 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1175 1001
1176 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1177 if (op->below) 1003 if (below)
1178 op->below->above = op->above; 1004 below->above = above;
1179 else 1005 else
1180 { 1006 {
1181 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1183 * evident 1009 * evident
1184 */ 1010 */
1185 if (GET_MAP_OB (m, x, y) != op) 1011 if (GET_MAP_OB (map, x, y) != this)
1186 { 1012 {
1187 dump_object (op); 1013 char *dump = dump_object (this);
1188 LOG (llevError, 1014 LOG (llevError,
1189 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1015 "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);
1016 free (dump);
1190 dump_object (GET_MAP_OB (m, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1191 LOG (llevError, "%s\n", errmsg); 1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1192 } 1020 }
1193 1021
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1195 } 1023 }
1196 1024
1197 op->above = 0; 1025 above = 0;
1198 op->below = 0; 1026 below = 0;
1199 1027
1200 if (op->map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1201 return; 1029 return;
1202 1030
1203 tag = op->count; 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1032
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1207 { 1034 {
1208 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1209 * being removed. 1036 * being removed.
1210 */ 1037 */
1211 1038
1212 if (tmp->type == PLAYER && tmp != op) 1039 if (tmp->type == PLAYER && tmp != this)
1213 { 1040 {
1214 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1216 * appropriately. 1043 * appropriately.
1217 */ 1044 */
1218 if (tmp->container == op) 1045 if (tmp->container == this)
1219 { 1046 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1048 tmp->container = 0;
1222 } 1049 }
1223 1050
1224 tmp->contr->socket.update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1225 } 1053 }
1226 1054
1227 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1059 {
1230 move_apply (tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1231 1061
1232 if (was_destroyed (op, tag)) 1062 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1064 }
1237 1065
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1241 tmp->above = NULL; 1069 tmp->above = 0;
1242 1070
1243 last = tmp; 1071 last = tmp;
1244 } 1072 }
1245 1073
1246 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1076 if (!last)
1248 { 1077 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1078 else
1258 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1259 1080
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1262 } 1083 }
1263} 1084}
1264 1085
1265/* 1086/*
1266 * merge_ob(op,top): 1087 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1275{ 1096{
1276 if (!op->nrof) 1097 if (!op->nrof)
1277 return 0; 1098 return 0;
1278 1099
1279 if (top == NULL) 1100 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1281 1103
1282 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1283 { 1105 {
1284 if (top == op) 1106 if (top == op)
1285 continue; 1107 continue;
1286 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1287 { 1110 {
1288 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1289 1112
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1115 op->destroy ();
1293 free_object (op);
1294 return top; 1116 return top;
1295 } 1117 }
1296 } 1118 }
1297 1119
1298 return NULL; 1120 return 0;
1299} 1121}
1300 1122
1301/* 1123/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1303 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1304 */ 1126 */
1305object * 1127object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1129{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1131 {
1315 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1317 } 1134 }
1318 1135
1337 * Return value: 1154 * Return value:
1338 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1157 * just 'op' otherwise
1341 */ 1158 */
1342
1343object * 1159object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1161{
1346 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1347 sint16 x, y; 1163 sint16 x, y;
1348 1164
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1350 { 1166 {
1351 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL; 1168 return NULL;
1353 } 1169 }
1354 1170
1355 if (m == NULL) 1171 if (!m)
1356 { 1172 {
1357 dump_object (op); 1173 char *dump = dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1359 return op; 1176 return op;
1360 } 1177 }
1361 1178
1362 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1363 { 1180 {
1364 dump_object (op); 1181 char *dump = dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1366#ifdef MANY_CORES 1183#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1186 * improperly inserted.
1370 */ 1187 */
1371 abort (); 1188 abort ();
1372#endif 1189#endif
1190 free (dump);
1373 return op; 1191 return op;
1374 } 1192 }
1375 1193
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 { 1195 {
1378 dump_object (op); 1196 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1380 return op; 1199 return op;
1381 } 1200 }
1382 1201
1383 if (op->more != NULL) 1202 if (op->more)
1384 { 1203 {
1385 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1386 1205
1387 object *more = op->more; 1206 object *more = op->more;
1388 1207
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 { 1224 {
1406 if (!op->head) 1225 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 1227
1409 return NULL; 1228 return 0;
1410 } 1229 }
1411 } 1230 }
1412 1231
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1233
1421 y = op->y; 1240 y = op->y;
1422 1241
1423 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1424 */ 1243 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1428 { 1247 {
1429 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1249 tmp->destroy ();
1431 free_object (tmp);
1432 } 1250 }
1433 1251
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1254
1449 op->below = originator->below; 1267 op->below = originator->below;
1450 1268
1451 if (op->below) 1269 if (op->below)
1452 op->below->above = op; 1270 op->below->above = op;
1453 else 1271 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1455 1273
1456 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1457 originator->below = op; 1275 originator->below = op;
1458 } 1276 }
1459 else 1277 else
1460 { 1278 {
1461 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1463 { 1281 {
1464 object *last = NULL; 1282 object *last = 0;
1465 1283
1466 /* 1284 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1477 */ 1295 */
1478
1479 while (top != NULL) 1296 while (top)
1480 { 1297 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1299 floor = top;
1483 1300
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1505 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1324 * stacking is a bit odd.
1508 */ 1325 */
1509 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1511 { 1328 {
1512 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1331 break;
1515 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 1355
1539 if (op->above) 1356 if (op->above)
1540 op->above->below = op; 1357 op->above->below = op;
1541 1358
1542 op->below = NULL; 1359 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1544 } 1361 }
1545 else 1362 else
1546 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1547 op->above = top->above; 1364 op->above = top->above;
1548 1365
1551 1368
1552 op->below = top; 1369 op->below = top;
1553 top->above = op; 1370 top->above = op;
1554 } 1371 }
1555 1372
1556 if (op->above == NULL) 1373 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1559 1376
1560 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1561 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1562 1385
1563 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1565 */ 1388 */
1566 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1568 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1570 1393
1571 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1401 * of effect may be sufficient.
1579 */ 1402 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1582 1405
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1585 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1586 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1588 * 1413 *
1589 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1417 * update_object().
1594 1419
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1422 {
1598 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1599 return NULL; 1424 return 0;
1600 1425
1601 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1427 * walk on's.
1603 */ 1428 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1606 return NULL; 1431 return 0;
1607 } 1432 }
1608 1433
1609 return op; 1434 return op;
1610} 1435}
1611 1436
1612/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1615 */ 1440 */
1616void 1441void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1443{
1619 object * 1444 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1445
1624 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1625 1447
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1450 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1451
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1453
1637 tmp1->x = op->x; 1454 tmp1->x = op->x;
1638 tmp1->y = op->y; 1455 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1640} 1463}
1641 1464
1642/* 1465/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1470 * global static errmsg array.
1648 */ 1471 */
1649
1650object * 1472object *
1651get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1652{ 1474{
1653 object * 1475 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1477
1658 if (orig_ob->nrof < nr) 1478 if (orig_ob->nrof < nr)
1659 { 1479 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1481 return NULL;
1662 } 1482 }
1663 1483
1664 newob = object_create_clone (orig_ob); 1484 newob = object_create_clone (orig_ob);
1665 1485
1666 if ((orig_ob->nrof -= nr) < 1) 1486 if ((orig_ob->nrof -= nr) < 1)
1667 { 1487 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1488 else if (!is_removed)
1673 { 1489 {
1674 if (orig_ob->env != NULL) 1490 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1696 1512
1697object * 1513object *
1698decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1699{ 1515{
1700 object *tmp; 1516 object *tmp;
1701 player *pl;
1702 1517
1703 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1519 return op;
1705 1520
1706 if (i > op->nrof) 1521 if (i > op->nrof)
1707 i = op->nrof; 1522 i = op->nrof;
1708 1523
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1525 op->nrof -= i;
1711 else if (op->env != NULL) 1526 else if (op->env)
1712 { 1527 {
1713 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1714 * therein? 1529 * therein?
1715 */ 1530 */
1716 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1536 * and then searching the map for a player.
1722 */ 1537 */
1723 if (!tmp) 1538 if (!tmp)
1724 { 1539 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1727 break; 1543 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1544 }
1733 1545
1734 if (i < op->nrof) 1546 if (i < op->nrof)
1735 { 1547 {
1736 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1549 op->nrof -= i;
1738 if (tmp) 1550 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1741 }
1742 } 1552 }
1743 else 1553 else
1744 { 1554 {
1745 remove_ob (op); 1555 op->remove ();
1746 op->nrof = 0; 1556 op->nrof = 0;
1747 if (tmp) 1557 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1559 }
1752 } 1560 }
1753 else 1561 else
1754 { 1562 {
1755 object *above = op->above; 1563 object *above = op->above;
1756 1564
1757 if (i < op->nrof) 1565 if (i < op->nrof)
1758 op->nrof -= i; 1566 op->nrof -= i;
1759 else 1567 else
1760 { 1568 {
1761 remove_ob (op); 1569 op->remove ();
1762 op->nrof = 0; 1570 op->nrof = 0;
1763 } 1571 }
1764 1572
1765 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1768 { 1576 {
1769 if (op->nrof) 1577 if (op->nrof)
1770 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1771 else 1579 else
1775 1583
1776 if (op->nrof) 1584 if (op->nrof)
1777 return op; 1585 return op;
1778 else 1586 else
1779 { 1587 {
1780 free_object (op); 1588 op->destroy ();
1781 return NULL; 1589 return 0;
1782 } 1590 }
1783} 1591}
1784 1592
1785/* 1593/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1798 op->carrying += weight; 1606 op->carrying += weight;
1799 op = op->env; 1607 op = op->env;
1800 } 1608 }
1801} 1609}
1802 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1803/* 1631/*
1804 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1805 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1806 * inside the object environment. 1634 * inside the object environment.
1807 * 1635 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1815 */ 1638 */
1816 1639
1817object * 1640object *
1818insert_ob_in_ob (object *op, object *where) 1641object::insert (object *op)
1819{ 1642{
1820 object * 1643 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1644
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1646 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1647
1844 if (op->more) 1648 if (op->more)
1845 { 1649 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1651 return op;
1849 1653
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1656 if (op->nrof)
1853 { 1657 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1856 { 1660 {
1857 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1662 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1862 */ 1666 */
1863 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1866 op = tmp; 1670 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1673 break;
1870 } 1674 }
1871 1675
1872 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1680 * the linking below
1877 */ 1681 */
1878 add_weight (where, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1879 } 1683 }
1880 else 1684 else
1881 add_weight (where, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1882 1686
1883 otmp = is_player_inv (where); 1687 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1688 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1690 otmp->update_stats ();
1888 }
1889 1691
1890 op->map = NULL; 1692 op->map = 0;
1891 op->env = where; 1693 op->env = this;
1892 op->above = NULL; 1694 op->above = 0;
1893 op->below = NULL; 1695 op->below = 0;
1894 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1895 1697
1896 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1699 if ((op->glow_radius != 0) && map)
1898 { 1700 {
1899#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1704 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1705 update_all_los (map, x, y);
1904 } 1706 }
1905 1707
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1709 * It sure simplifies this function...
1908 */ 1710 */
1909 if (where->inv == NULL) 1711 if (!inv)
1910 where->inv = op; 1712 inv = op;
1911 else 1713 else
1912 { 1714 {
1913 op->below = where->inv; 1715 op->below = inv;
1914 op->below->above = op; 1716 op->below->above = op;
1915 where->inv = op; 1717 inv = op;
1916 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1917 return op; 1722 return op;
1918} 1723}
1919 1724
1920/* 1725/*
1921 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1935 * 1740 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1743 * on top.
1939 */ 1744 */
1940
1941int 1745int
1942check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1943{ 1747{
1944 object * 1748 object *tmp;
1945 tmp; 1749 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1750 int x = op->x, y = op->y;
1952 1751
1953 MoveType 1752 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1753
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1755 return 0;
1960
1961 tag = op->count;
1962 1756
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1760
1982 1776
1983 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1985 */ 1779 */
1986 1780
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1988 { 1782 {
1989 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1785 * we don't need to check all of them.
1992 */ 1786 */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1823 {
2030 move_apply (tmp, op, originator); 1824 move_apply (tmp, op, originator);
2031 1825
2032 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
2033 return 1; 1827 return 1;
2034 1828
2035 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
2047/* 1841/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2051 */ 1845 */
2052
2053object * 1846object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1848{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
2060 { 1850 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1852 return NULL;
2063 } 1853 }
1854
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2065 if (tmp->arch == at) 1856 if (tmp->arch == at)
2066 return tmp; 1857 return tmp;
1858
2067 return NULL; 1859 return NULL;
2068} 1860}
2069 1861
2070/* 1862/*
2071 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2074 */ 1866 */
2075
2076object * 1867object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
2078{ 1869{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2083 { 1871 {
2084 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1873 return NULL;
2086 } 1874 }
1875
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2088 if (tmp->type == type) 1877 if (tmp->type == type)
2089 return tmp; 1878 return tmp;
1879
2090 return NULL; 1880 return NULL;
2091} 1881}
2092 1882
2093/* 1883/*
2094 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2097 */ 1887 */
2098
2099object * 1888object *
2100present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2101{ 1890{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1892 if (tmp->type == type)
2107 return tmp; 1893 return tmp;
1894
2108 return NULL; 1895 return NULL;
2109} 1896}
2110 1897
2111/* 1898/*
2112 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1910 * to be unique.
2124 */ 1911 */
2125
2126object * 1912object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1914{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1917 return tmp;
2136 } 1918
2137 return NULL; 1919 return 0;
2138} 1920}
2139 1921
2140/* 1922/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2144 */ 1926 */
2145
2146object * 1927object *
2147present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2148{ 1929{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1931 if (tmp->arch == at)
2154 return tmp; 1932 return tmp;
1933
2155 return NULL; 1934 return NULL;
2156} 1935}
2157 1936
2158/* 1937/*
2159 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2160 */ 1939 */
2161void 1940void
2162flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2163{ 1942{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1943 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1945 {
2170 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2172 } 1948 }
2173} /* 1949}
1950
1951/*
2174 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2175 */ 1953 */
2176void 1954void
2177unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2178{ 1956{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1957 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1959 {
2185 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2187 } 1962 }
2188} 1963}
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2195 */ 1970 */
2196
2197void 1971void
2198set_cheat (object *op) 1972set_cheat (object *op)
2199{ 1973{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1997 * customized, changed states, etc.
2224 */ 1998 */
2225
2226int 1999int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 2001{
2229 int
2230 i,
2231 index = 0, flag; 2002 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2234 2004
2235 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2236 { 2006 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 2008 if (!flag)
2239 altern[index++] = i; 2009 altern [index++] = i;
2240 2010
2241 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2248 */ 2018 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 2020 stop = maxfree[i];
2251 } 2021 }
2022
2252 if (!index) 2023 if (!index)
2253 return -1; 2024 return -1;
2025
2254 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2255} 2027}
2256 2028
2257/* 2029/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2034 */
2263
2264int 2035int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2037{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2040 return i;
2274 } 2041
2275 return -1; 2042 return -1;
2276} 2043}
2277 2044
2278/* 2045/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2049 */
2282static void 2050static void
2283permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2284{ 2052{
2285 int 2053 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2054 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2055
2296 tmp = arr[i]; 2056 while (--end)
2297 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2058}
2301 2059
2302/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2066 */
2309void 2067void
2310get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2311{ 2069{
2312 int 2070 int i;
2313 i;
2314 2071
2315 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2073 search_arr[i] = i;
2318 }
2319 2074
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2078}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2090 * there is capable of.
2336 */ 2091 */
2337
2338int 2092int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2094{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2344 2096
2345 sint16 nx, ny; 2097 sint16 nx, ny;
2346 object * 2098 object *tmp;
2347 tmp; 2099 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2100
2351 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2352 2102
2353 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2354 { 2104 {
2366 mp = m; 2116 mp = m;
2367 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2369 2119
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2371 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2123 max = maxfree[i];
2374 }
2375 else 2124 else
2376 { 2125 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2378 2129
2379 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2131 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2384 { 2133 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2137 break;
2390 } 2138
2391 }
2392 if (tmp) 2139 if (tmp)
2393 {
2394 return freedir[i]; 2140 return freedir[i];
2395 }
2396 } 2141 }
2397 } 2142 }
2398 } 2143 }
2144
2399 return 0; 2145 return 0;
2400} 2146}
2401 2147
2402/* 2148/*
2403 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2150 * distance between the two given objects.
2405 */ 2151 */
2406
2407int 2152int
2408distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2409{ 2154{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2156}
2416 2157
2417/* 2158/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2421 */ 2162 */
2422
2423int 2163int
2424find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2425{ 2165{
2426 int 2166 int q;
2427 q;
2428 2167
2429 if (y) 2168 if (y)
2430 q = x * 100 / y; 2169 q = x * 100 / y;
2431 else if (x) 2170 else if (x)
2432 q = -300 * x; 2171 q = -300 * x;
2467int 2206int
2468absdir (int d) 2207absdir (int d)
2469{ 2208{
2470 while (d < 1) 2209 while (d < 1)
2471 d += 8; 2210 d += 8;
2211
2472 while (d > 8) 2212 while (d > 8)
2473 d -= 8; 2213 d -= 8;
2214
2474 return d; 2215 return d;
2475} 2216}
2476 2217
2477/* 2218/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2480 */ 2221 */
2481 2222
2482int 2223int
2483dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2484{ 2225{
2485 int 2226 int d;
2486 d;
2487 2227
2488 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2489 if (d > 4) 2229 if (d > 4)
2490 d = 8 - d; 2230 d = 8 - d;
2231
2491 return d; 2232 return d;
2492} 2233}
2493 2234
2494/* peterm: 2235/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2242 * functions.
2502 */ 2243 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2299 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2562 */ 2301 */
2563
2564
2565int 2302int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2304{
2568 sint16 dx, dy; 2305 sint16 dx, dy;
2569 int
2570 mflags; 2306 int mflags;
2571 2307
2572 if (dir < 0) 2308 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2574 2310
2575 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2588 return 0; 2324 return 0;
2589 2325
2590 /* yes, can see. */ 2326 /* yes, can see. */
2591 if (dir < 9) 2327 if (dir < 9)
2592 return 1; 2328 return 1;
2329
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2333}
2596
2597
2598 2334
2599/* 2335/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2352}
2617 2353
2618
2619/* 2354/*
2620 * create clone from object to another 2355 * create clone from object to another
2621 */ 2356 */
2622object * 2357object *
2623object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2624{ 2359{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2361
2628 if (!asrc) 2362 if (!asrc)
2629 return NULL; 2363 return 0;
2364
2630 src = asrc; 2365 src = asrc;
2631 if (src->head) 2366 if (src->head)
2632 src = src->head; 2367 src = src->head;
2633 2368
2634 prev = NULL; 2369 prev = 0;
2635 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2636 { 2371 {
2637 tmp = get_object (); 2372 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2373 tmp->x -= src->x;
2640 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2641 if (!part->head) 2376 if (!part->head)
2642 { 2377 {
2643 dst = tmp; 2378 dst = tmp;
2644 tmp->head = NULL; 2379 tmp->head = 0;
2645 } 2380 }
2646 else 2381 else
2647 {
2648 tmp->head = dst; 2382 tmp->head = dst;
2649 } 2383
2650 tmp->more = NULL; 2384 tmp->more = 0;
2385
2651 if (prev) 2386 if (prev)
2652 prev->more = tmp; 2387 prev->more = tmp;
2388
2653 prev = tmp; 2389 prev = tmp;
2654 } 2390 }
2655 2391
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2394
2662 return dst; 2395 return dst;
2663} 2396}
2664 2397
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2685
2686object * 2404object *
2687load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2688{ 2406{
2689 object * 2407 object *op;
2690 op;
2691 char
2692 filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2693 2409
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695 2411
2696 FILE *
2697 tempfile = fopen (filename, "w"); 2412 FILE *tempfile = fopen (filename, "w");
2698 2413
2699 if (tempfile == NULL) 2414 if (tempfile == NULL)
2700 { 2415 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL; 2417 return NULL;
2703 } 2418 }
2704 2419
2705 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2706 fclose (tempfile); 2421 fclose (tempfile);
2707 2422
2708 op = get_object (); 2423 op = object::create ();
2709 2424
2710 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2711 2426
2712 if (thawer) 2427 if (thawer)
2713 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2723 * returns NULL if no match. 2438 * returns NULL if no match.
2724 */ 2439 */
2725object * 2440object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2442{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2445 return tmp;
2734 2446
2735 return NULL; 2447 return 0;
2736} 2448}
2737 2449
2738/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2451 * otherwise return NULL.
2740 * 2452 *
2742 * do the desired thing. 2454 * do the desired thing.
2743 */ 2455 */
2744key_value * 2456key_value *
2745get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2746{ 2458{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2460 if (link->key == key)
2753 {
2754 return link; 2461 return link;
2755 }
2756 }
2757 2462
2758 return NULL; 2463 return 0;
2759} 2464}
2760 2465
2761/* 2466/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2468 *
2803 * Returns TRUE on success. 2508 * Returns TRUE on success.
2804 */ 2509 */
2805int 2510int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2512{
2808 key_value *
2809 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2810 2514
2811 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2516 {
2813 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2814 { 2518 {
2842 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2843 2547
2844 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2845 2549
2846 if (!add_key) 2550 if (!add_key)
2847 {
2848 return FALSE; 2551 return FALSE;
2849 } 2552
2850 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2854 * should pass in "" 2557 * should pass in ""
2903 } 2606 }
2904 else 2607 else
2905 item = item->env; 2608 item = item->env;
2906} 2609}
2907 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2908// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2909const char * 2639const char *
2910object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2911{ 2641{
2642 char flagdesc[512];
2912 char info2[256 * 3]; 2643 char info2[256 * 4];
2913 char *p = info; 2644 char *p = info;
2914 2645
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2916 count, 2647 count, uuid.seq,
2917 &name, 2648 &name,
2918 title ? " " : "", 2649 title ? "\",title:" : "",
2919 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2920 2652
2921 if (env) 2653 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2655
2924 if (map) 2656 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2658
2927 return info; 2659 return info;
2928} 2660}
2929 2661
2930const char * 2662const char *

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