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Comparing deliantra/server/common/object.C (file contents):
Revision 1.44 by root, Thu Sep 14 17:29:27 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 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->below)
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->below)
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 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
994 884
995 if (more) 885 if (more)
996 { 886 {
997 more->free (free_inventory); 887 more->destroy ();
998 more = 0; 888 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 889 }
1042 890
1043 // clear those pointers that likely might have circular references to us 891 // clear those pointers that likely might have circular references to us
1044 owner = 0; 892 owner = 0;
1045 enemy = 0; 893 enemy = 0;
1046 attacked_by = 0; 894 attacked_by = 0;
1047 895
1048 /* Remove object from the active list */ 896 // only relevant for players(?), but make sure of it anyways
1049 speed = 0; 897 contr = 0;
1050 update_ob_speed (this); 898}
1051 899
1052 unlink (); 900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
1053 905
1054 mortals.push_back (this); 906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1055} 910}
1056 911
1057/* 912/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1060 */ 915 */
1061
1062void 916void
1063sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1064{ 918{
1065 while (op != NULL) 919 while (op != NULL)
1066 { 920 {
1067 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 923
1071 op->carrying -= weight; 924 op->carrying -= weight;
1072 op = op->env; 925 op = op->env;
1073 } 926 }
1074} 927}
1075 928
1076/* remove_ob(op): 929/* op->remove ():
1077 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 934 * the previous environment.
1082 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1083 */ 936 */
1084
1085void 937void
1086remove_ob (object *op) 938object::remove ()
1087{ 939{
940 object *tmp, *last = 0;
1088 object * 941 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 942
1094 tag_t
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 944 return;
1107 945
1108 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1109 948
1110 if (op->more != NULL) 949 if (more)
1111 remove_ob (op->more); 950 more->remove ();
1112 951
1113 /* 952 /*
1114 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1115 * inventory. 954 * inventory.
1116 */ 955 */
1117 if (op->env != NULL) 956 if (env)
1118 { 957 {
1119 if (op->nrof) 958 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1121 else 960 else
1122 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1123 962
1124 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 965 * to save cpu time.
1127 */ 966 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 968 otmp->update_stats ();
1130 969
1131 if (op->above != NULL) 970 if (above)
1132 op->above->below = op->below; 971 above->below = below;
1133 else 972 else
1134 op->env->inv = op->below; 973 env->inv = below;
1135 974
1136 if (op->below != NULL) 975 if (below)
1137 op->below->above = op->above; 976 below->above = above;
1138 977
1139 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1142 */ 981 */
1143 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1144 op->map = op->env->map; 983 map = env->map;
1145 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1146 op->env = NULL; 985 env = 0;
1147 } 986 }
1148 else if (op->map) 987 else if (map)
1149 { 988 {
1150 x = op->x; 989 if (type == PLAYER)
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */
1162 abort ();
1163 } 990 {
1164 991 --map->players;
1165 if (op->map != m) 992 map->touch ();
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* Re did the following section of code - it looks like it had
1170 * lots of logic for things we no longer care about
1171 */ 993 }
994
995 map->dirty = true;
1172 996
1173 /* link the object above us */ 997 /* link the object above us */
1174 if (op->above) 998 if (above)
1175 op->above->below = op->below; 999 above->below = below;
1176 else 1000 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1178 1002
1179 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1180 if (op->below) 1004 if (below)
1181 op->below->above = op->above; 1005 below->above = above;
1182 else 1006 else
1183 { 1007 {
1184 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1185 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1010 * evident
1187 */ 1011 */
1188 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1189 { 1013 {
1190 dump_object (op); 1014 char *dump = dump_object (this);
1191 LOG (llevError, 1015 LOG (llevError,
1192 "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); 1016 "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);
1017 free (dump);
1193 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1194 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1195 } 1021 }
1196 1022
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1198 } 1024 }
1199 1025
1200 op->above = 0; 1026 above = 0;
1201 op->below = 0; 1027 below = 0;
1202 1028
1203 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1204 return; 1030 return;
1205 1031
1206 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1033
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1210 { 1035 {
1211 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1212 * being removed. 1037 * being removed.
1213 */ 1038 */
1214 1039
1215 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1216 { 1041 {
1217 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1219 * appropriately. 1044 * appropriately.
1220 */ 1045 */
1221 if (tmp->container == op) 1046 if (tmp->container == this)
1222 { 1047 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1049 tmp->container = 0;
1225 } 1050 }
1226 1051
1227 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1228 } 1054 }
1229 1055
1230 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1060 {
1233 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1234 1062
1235 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1065 }
1240 1066
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1243 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1244 tmp->above = NULL; 1070 tmp->above = 0;
1245 1071
1246 last = tmp; 1072 last = tmp;
1247 } 1073 }
1248 1074
1249 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1077 if (!last)
1251 { 1078 map->at (x, y).flags_ = 0;
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else 1079 else
1261 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1262 1081
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1265 } 1084 }
1266} 1085}
1267 1086
1268/* 1087/*
1269 * merge_ob(op,top): 1088 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1278{ 1097{
1279 if (!op->nrof) 1098 if (!op->nrof)
1280 return 0; 1099 return 0;
1281 1100
1282 if (top == NULL) 1101 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1284 1104
1285 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1286 { 1106 {
1287 if (top == op) 1107 if (top == op)
1288 continue; 1108 continue;
1289 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1290 { 1111 {
1291 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1292 1113
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1116 op->destroy ();
1296 free_object (op);
1297 return top; 1117 return top;
1298 } 1118 }
1299 } 1119 }
1300 1120
1301 return NULL; 1121 return 0;
1302} 1122}
1303 1123
1304/* 1124/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1307 */ 1127 */
1308object * 1128object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1130{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1132 {
1318 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1320 } 1135 }
1321 1136
1340 * Return value: 1155 * Return value:
1341 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1158 * just 'op' otherwise
1344 */ 1159 */
1345
1346object * 1160object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1162{
1349 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1350 sint16 x, y; 1164 sint16 x, y;
1351 1165
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1353 { 1167 {
1354 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL; 1169 return NULL;
1356 } 1170 }
1357 1171
1358 if (m == NULL) 1172 if (!m)
1359 { 1173 {
1360 dump_object (op); 1174 char *dump = dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1362 return op; 1177 return op;
1363 } 1178 }
1364 1179
1365 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1366 { 1181 {
1367 dump_object (op); 1182 char *dump = dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1369#ifdef MANY_CORES 1184#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1187 * improperly inserted.
1373 */ 1188 */
1374 abort (); 1189 abort ();
1375#endif 1190#endif
1191 free (dump);
1376 return op; 1192 return op;
1377 } 1193 }
1378 1194
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 { 1196 {
1381 dump_object (op); 1197 char *dump = dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1383 return op; 1200 return op;
1384 } 1201 }
1385 1202
1386 if (op->more != NULL) 1203 if (op->more)
1387 { 1204 {
1388 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1389 1206
1390 object *more = op->more; 1207 object *more = op->more;
1391 1208
1392 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1393 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1394 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1395 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1396 */ 1213 */
1397 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 else if (!more->map) 1216 else if (!more->map)
1400 { 1217 {
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 { 1225 {
1409 if (!op->head) 1226 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1228
1412 return NULL; 1229 return 0;
1413 } 1230 }
1414 } 1231 }
1415 1232
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1234
1424 y = op->y; 1241 y = op->y;
1425 1242
1426 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1427 */ 1244 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1431 { 1248 {
1432 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1250 tmp->destroy ();
1434 free_object (tmp);
1435 } 1251 }
1436 1252
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1255
1452 op->below = originator->below; 1268 op->below = originator->below;
1453 1269
1454 if (op->below) 1270 if (op->below)
1455 op->below->above = op; 1271 op->below->above = op;
1456 else 1272 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1458 1274
1459 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1460 originator->below = op; 1276 originator->below = op;
1461 } 1277 }
1462 else 1278 else
1463 { 1279 {
1464 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1466 { 1282 {
1467 object *last = NULL; 1283 object *last = 0;
1468 1284
1469 /* 1285 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1476 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1480 */ 1296 */
1481
1482 while (top != NULL) 1297 while (top)
1483 { 1298 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1300 floor = top;
1486 1301
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1325 * stacking is a bit odd.
1511 */ 1326 */
1512 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1513 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514 { 1329 {
1515 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1332 break;
1518 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1541 1356
1542 if (op->above) 1357 if (op->above)
1543 op->above->below = op; 1358 op->above->below = op;
1544 1359
1545 op->below = NULL; 1360 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1547 } 1362 }
1548 else 1363 else
1549 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1550 op->above = top->above; 1365 op->above = top->above;
1551 1366
1554 1369
1555 op->below = top; 1370 op->below = top;
1556 top->above = op; 1371 top->above = op;
1557 } 1372 }
1558 1373
1559 if (op->above == NULL) 1374 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1562 1377
1563 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1564 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1565 1386
1566 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1567 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1568 */ 1389 */
1569 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1571 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1573 1394
1574 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1402 * of effect may be sufficient.
1582 */ 1403 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1585 1406
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1588 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1589 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1591 * 1414 *
1592 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1418 * update_object().
1597 1420
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1423 {
1601 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1602 return NULL; 1425 return 0;
1603 1426
1604 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1428 * walk on's.
1606 */ 1429 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1609 return NULL; 1432 return 0;
1610 } 1433 }
1611 1434
1612 return op; 1435 return op;
1613} 1436}
1614 1437
1615/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1616 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1617 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1618 */ 1441 */
1619void 1442void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1444{
1622 object * 1445 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1446
1627 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1628 1448
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1451 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1452
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1454
1640 tmp1->x = op->x; 1455 tmp1->x = op->x;
1641 tmp1->y = op->y; 1456 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1643} 1464}
1644 1465
1645/* 1466/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1471 * global static errmsg array.
1651 */ 1472 */
1652
1653object * 1473object *
1654get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1655{ 1475{
1656 object * 1476 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1478
1661 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1662 { 1480 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1482 return NULL;
1665 } 1483 }
1666 1484
1667 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1668 1486
1669 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1670 { 1488 orig_ob->destroy (1);
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed) 1489 else if (!is_removed)
1676 { 1490 {
1677 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1699 1513
1700object * 1514object *
1701decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1702{ 1516{
1703 object *tmp; 1517 object *tmp;
1704 player *pl;
1705 1518
1706 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1520 return op;
1708 1521
1709 if (i > op->nrof) 1522 if (i > op->nrof)
1710 i = op->nrof; 1523 i = op->nrof;
1711 1524
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1526 op->nrof -= i;
1714 else if (op->env != NULL) 1527 else if (op->env)
1715 { 1528 {
1716 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1717 * therein? 1530 * therein?
1718 */ 1531 */
1719 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1537 * and then searching the map for a player.
1725 */ 1538 */
1726 if (!tmp) 1539 if (!tmp)
1727 { 1540 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1730 break; 1544 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1545 }
1736 1546
1737 if (i < op->nrof) 1547 if (i < op->nrof)
1738 { 1548 {
1739 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1550 op->nrof -= i;
1741 if (tmp) 1551 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1744 }
1745 } 1553 }
1746 else 1554 else
1747 { 1555 {
1748 remove_ob (op); 1556 op->remove ();
1749 op->nrof = 0; 1557 op->nrof = 0;
1750 if (tmp) 1558 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1560 }
1755 } 1561 }
1756 else 1562 else
1757 { 1563 {
1758 object *above = op->above; 1564 object *above = op->above;
1759 1565
1760 if (i < op->nrof) 1566 if (i < op->nrof)
1761 op->nrof -= i; 1567 op->nrof -= i;
1762 else 1568 else
1763 { 1569 {
1764 remove_ob (op); 1570 op->remove ();
1765 op->nrof = 0; 1571 op->nrof = 0;
1766 } 1572 }
1767 1573
1768 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1771 { 1577 {
1772 if (op->nrof) 1578 if (op->nrof)
1773 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1774 else 1580 else
1778 1584
1779 if (op->nrof) 1585 if (op->nrof)
1780 return op; 1586 return op;
1781 else 1587 else
1782 { 1588 {
1783 free_object (op); 1589 op->destroy ();
1784 return NULL; 1590 return 0;
1785 } 1591 }
1786} 1592}
1787 1593
1788/* 1594/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1801 op->carrying += weight; 1607 op->carrying += weight;
1802 op = op->env; 1608 op = op->env;
1803 } 1609 }
1804} 1610}
1805 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1806/* 1632/*
1807 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1808 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1809 * inside the object environment. 1635 * inside the object environment.
1810 * 1636 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1818 */ 1639 */
1819 1640
1820object * 1641object *
1821insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1822{ 1643{
1823 object * 1644 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1645
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1647 op->remove ();
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846 1648
1847 if (op->more) 1649 if (op->more)
1848 { 1650 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1652 return op;
1852 1654
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1657 if (op->nrof)
1856 { 1658 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1859 { 1661 {
1860 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1663 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1865 */ 1667 */
1866 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1869 op = tmp; 1671 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1674 break;
1873 } 1675 }
1874 1676
1875 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1878 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1681 * the linking below
1880 */ 1682 */
1881 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1882 } 1684 }
1883 else 1685 else
1884 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1885 1687
1886 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1691 otmp->update_stats ();
1891 }
1892 1692
1893 op->map = NULL; 1693 op->map = 0;
1894 op->env = where; 1694 op->env = this;
1895 op->above = NULL; 1695 op->above = 0;
1896 op->below = NULL; 1696 op->below = 0;
1897 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1898 1698
1899 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1901 { 1701 {
1902#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1907 } 1707 }
1908 1708
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1710 * It sure simplifies this function...
1911 */ 1711 */
1912 if (where->inv == NULL) 1712 if (!inv)
1913 where->inv = op; 1713 inv = op;
1914 else 1714 else
1915 { 1715 {
1916 op->below = where->inv; 1716 op->below = inv;
1917 op->below->above = op; 1717 op->below->above = op;
1918 where->inv = op; 1718 inv = op;
1919 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1920 return op; 1723 return op;
1921} 1724}
1922 1725
1923/* 1726/*
1924 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1938 * 1741 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1744 * on top.
1942 */ 1745 */
1943
1944int 1746int
1945check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1946{ 1748{
1947 object * 1749 object *tmp;
1948 tmp; 1750 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1955 1752
1956 MoveType 1753 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1754
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1756 return 0;
1963
1964 tag = op->count;
1965 1757
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1761
1985 1777
1986 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1988 */ 1780 */
1989 1781
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1991 { 1783 {
1992 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1786 * we don't need to check all of them.
1995 */ 1787 */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1824 {
2033 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
2034 1826
2035 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2036 return 1; 1828 return 1;
2037 1829
2038 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2050/* 1842/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2054 */ 1846 */
2055
2056object * 1847object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1849{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
2063 { 1851 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1853 return NULL;
2066 } 1854 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->arch == at) 1857 if (tmp->arch == at)
2069 return tmp; 1858 return tmp;
1859
2070 return NULL; 1860 return NULL;
2071} 1861}
2072 1862
2073/* 1863/*
2074 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2077 */ 1867 */
2078
2079object * 1868object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2081{ 1870{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2086 { 1872 {
2087 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1874 return NULL;
2089 } 1875 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1878 if (tmp->type == type)
2092 return tmp; 1879 return tmp;
1880
2093 return NULL; 1881 return NULL;
2094} 1882}
2095 1883
2096/* 1884/*
2097 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2100 */ 1888 */
2101
2102object * 1889object *
2103present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2104{ 1891{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1893 if (tmp->type == type)
2110 return tmp; 1894 return tmp;
1895
2111 return NULL; 1896 return NULL;
2112} 1897}
2113 1898
2114/* 1899/*
2115 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1911 * to be unique.
2127 */ 1912 */
2128
2129object * 1913object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1915{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1918 return tmp;
2139 } 1919
2140 return NULL; 1920 return 0;
2141} 1921}
2142 1922
2143/* 1923/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2147 */ 1927 */
2148
2149object * 1928object *
2150present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2151{ 1930{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1932 if (tmp->arch == at)
2157 return tmp; 1933 return tmp;
1934
2158 return NULL; 1935 return NULL;
2159} 1936}
2160 1937
2161/* 1938/*
2162 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2163 */ 1940 */
2164void 1941void
2165flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2166{ 1943{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1944 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1946 {
2173 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2175 } 1949 }
2176} /* 1950}
1951
1952/*
2177 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2178 */ 1954 */
2179void 1955void
2180unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2181{ 1957{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1958 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1960 {
2188 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2190 } 1963 }
2191} 1964}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2198 */ 1971 */
2199
2200void 1972void
2201set_cheat (object *op) 1973set_cheat (object *op)
2202{ 1974{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1998 * customized, changed states, etc.
2227 */ 1999 */
2228
2229int 2000int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2002{
2232 int
2233 i,
2234 index = 0, flag; 2003 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2237 2005
2238 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2239 { 2007 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2009 if (!flag)
2242 altern[index++] = i; 2010 altern [index++] = i;
2243 2011
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2251 */ 2019 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2021 stop = maxfree[i];
2254 } 2022 }
2023
2255 if (!index) 2024 if (!index)
2256 return -1; 2025 return -1;
2026
2257 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2258} 2028}
2259 2029
2260/* 2030/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2035 */
2266
2267int 2036int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2038{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2041 return i;
2277 } 2042
2278 return -1; 2043 return -1;
2279} 2044}
2280 2045
2281/* 2046/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2050 */
2285static void 2051static void
2286permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2287{ 2053{
2288 int 2054 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2055 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2056
2299 tmp = arr[i]; 2057 while (--end)
2300 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2059}
2304 2060
2305/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2310 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2067 */
2312void 2068void
2313get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2314{ 2070{
2315 int 2071 int i;
2316 i;
2317 2072
2318 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2074 search_arr[i] = i;
2321 }
2322 2075
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2079}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2091 * there is capable of.
2339 */ 2092 */
2340
2341int 2093int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2095{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2347 2097
2348 sint16 nx, ny; 2098 sint16 nx, ny;
2349 object * 2099 object *tmp;
2350 tmp; 2100 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2101
2354 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2355 2103
2356 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2357 { 2105 {
2369 mp = m; 2117 mp = m;
2370 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2372 2120
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2374 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2124 max = maxfree[i];
2377 }
2378 else 2125 else
2379 { 2126 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2381 2130
2382 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2132 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2387 { 2134 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2138 break;
2393 } 2139
2394 }
2395 if (tmp) 2140 if (tmp)
2396 {
2397 return freedir[i]; 2141 return freedir[i];
2398 }
2399 } 2142 }
2400 } 2143 }
2401 } 2144 }
2145
2402 return 0; 2146 return 0;
2403} 2147}
2404 2148
2405/* 2149/*
2406 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2151 * distance between the two given objects.
2408 */ 2152 */
2409
2410int 2153int
2411distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2412{ 2155{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2157}
2419 2158
2420/* 2159/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2424 */ 2163 */
2425
2426int 2164int
2427find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2428{ 2166{
2429 int 2167 int q;
2430 q;
2431 2168
2432 if (y) 2169 if (y)
2433 q = x * 100 / y; 2170 q = x * 100 / y;
2434 else if (x) 2171 else if (x)
2435 q = -300 * x; 2172 q = -300 * x;
2470int 2207int
2471absdir (int d) 2208absdir (int d)
2472{ 2209{
2473 while (d < 1) 2210 while (d < 1)
2474 d += 8; 2211 d += 8;
2212
2475 while (d > 8) 2213 while (d > 8)
2476 d -= 8; 2214 d -= 8;
2215
2477 return d; 2216 return d;
2478} 2217}
2479 2218
2480/* 2219/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2483 */ 2222 */
2484 2223
2485int 2224int
2486dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2487{ 2226{
2488 int 2227 int d;
2489 d;
2490 2228
2491 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2492 if (d > 4) 2230 if (d > 4)
2493 d = 8 - d; 2231 d = 8 - d;
2232
2494 return d; 2233 return d;
2495} 2234}
2496 2235
2497/* peterm: 2236/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2243 * functions.
2505 */ 2244 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2300 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2565 */ 2302 */
2566
2567
2568int 2303int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2305{
2571 sint16 dx, dy; 2306 sint16 dx, dy;
2572 int
2573 mflags; 2307 int mflags;
2574 2308
2575 if (dir < 0) 2309 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2577 2311
2578 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2591 return 0; 2325 return 0;
2592 2326
2593 /* yes, can see. */ 2327 /* yes, can see. */
2594 if (dir < 9) 2328 if (dir < 9)
2595 return 1; 2329 return 1;
2330
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2334}
2599
2600
2601 2335
2602/* 2336/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2353}
2620 2354
2621
2622/* 2355/*
2623 * create clone from object to another 2356 * create clone from object to another
2624 */ 2357 */
2625object * 2358object *
2626object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2627{ 2360{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2362
2631 if (!asrc) 2363 if (!asrc)
2632 return NULL; 2364 return 0;
2365
2633 src = asrc; 2366 src = asrc;
2634 if (src->head) 2367 if (src->head)
2635 src = src->head; 2368 src = src->head;
2636 2369
2637 prev = NULL; 2370 prev = 0;
2638 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2639 { 2372 {
2640 tmp = get_object (); 2373 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2374 tmp->x -= src->x;
2643 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2644 if (!part->head) 2377 if (!part->head)
2645 { 2378 {
2646 dst = tmp; 2379 dst = tmp;
2647 tmp->head = NULL; 2380 tmp->head = 0;
2648 } 2381 }
2649 else 2382 else
2650 {
2651 tmp->head = dst; 2383 tmp->head = dst;
2652 } 2384
2653 tmp->more = NULL; 2385 tmp->more = 0;
2386
2654 if (prev) 2387 if (prev)
2655 prev->more = tmp; 2388 prev->more = tmp;
2389
2656 prev = tmp; 2390 prev = tmp;
2657 } 2391 }
2658 2392
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2395
2665 return dst; 2396 return dst;
2666} 2397}
2667 2398
2668/* return true if the object was destroyed, 0 otherwise */
2669int
2670was_destroyed (const object *op, tag_t old_tag)
2671{
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675}
2676
2677/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2678
2679/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2680
2681/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2684
2685/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2688
2689object * 2405object *
2690load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2691{ 2407{
2692 object * 2408 object *op;
2693 op;
2694 char
2695 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2696 2410
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698 2412
2699 FILE *
2700 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2701 2414
2702 if (tempfile == NULL) 2415 if (tempfile == NULL)
2703 { 2416 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL; 2418 return NULL;
2706 } 2419 }
2707 2420
2708 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2709 fclose (tempfile); 2422 fclose (tempfile);
2710 2423
2711 op = get_object (); 2424 op = object::create ();
2712 2425
2713 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2714 2427
2715 if (thawer) 2428 if (thawer)
2716 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2726 * returns NULL if no match. 2439 * returns NULL if no match.
2727 */ 2440 */
2728object * 2441object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2443{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2446 return tmp;
2737 2447
2738 return NULL; 2448 return 0;
2739} 2449}
2740 2450
2741/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2452 * otherwise return NULL.
2743 * 2453 *
2745 * do the desired thing. 2455 * do the desired thing.
2746 */ 2456 */
2747key_value * 2457key_value *
2748get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2749{ 2459{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2461 if (link->key == key)
2756 {
2757 return link; 2462 return link;
2758 }
2759 }
2760 2463
2761 return NULL; 2464 return 0;
2762} 2465}
2763 2466
2764/* 2467/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2469 *
2806 * Returns TRUE on success. 2509 * Returns TRUE on success.
2807 */ 2510 */
2808int 2511int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2513{
2811 key_value *
2812 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2813 2515
2814 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2517 {
2816 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2817 { 2519 {
2845 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2846 2548
2847 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2848 2550
2849 if (!add_key) 2551 if (!add_key)
2850 {
2851 return FALSE; 2552 return FALSE;
2852 } 2553
2853 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2857 * should pass in "" 2558 * should pass in ""
2906 } 2607 }
2907 else 2608 else
2908 item = item->env; 2609 item = item->env;
2909} 2610}
2910 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2911// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2912const char * 2642const char *
2913object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2914{ 2644{
2645 char flagdesc[512];
2915 char info2[256 * 3]; 2646 char info2[256 * 4];
2916 char *p = info; 2647 char *p = info;
2917 2648
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2919 count, 2650 count, uuid.seq,
2920 &name, 2651 &name,
2921 title ? " " : "", 2652 title ? "\",title:" : "",
2922 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2923 2655
2924 if (env) 2656 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2658
2927 if (map) 2659 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2661
2930 return info; 2662 return info;
2931} 2663}
2932 2664
2933const char * 2665const char *
2934object::debug_desc () const 2666object::debug_desc () const
2935{ 2667{
2936 static char info[256 * 3]; 2668 static char info[256 * 4];
2937 return debug_desc (info); 2669 return debug_desc (info);
2938} 2670}
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