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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 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362
381void 363char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 save_object (freezer, op, 1);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 return ((unsigned int)i) < objects.size ()
487 401 ? objects [i]
488 for (op = objects; op != NULL; op = op->next) 402 : 0;
489 if (op->count == i)
490 break;
491 return op;
492} 403}
493 404
494/* 405/*
495 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
498 */ 409 */
499
500object * 410object *
501find_object_name (const char *str) 411find_object_name (const char *str)
502{ 412{
503 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
504 object *op; 414 object *op;
505 415
506 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
507 if (op->name == str_) 417 if (op->name == str_)
508 break; 418 break;
509 419
510 return op; 420 return op;
511} 421}
554 } 464 }
555 465
556 op->key_values = 0; 466 op->key_values = 0;
557} 467}
558 468
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 469/*
611 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 475 * will point at garbage.
617 */ 476 */
618void 477void
619copy_object (object *op2, object *op) 478object::copy_to (object *dst)
620{ 479{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 482
624 op2->clone (op); 483 *(object_copy *)dst = *this;
625 484
626 if (is_freed) 485 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
628 if (is_removed) 488 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
630 490
631 if (op2->speed < 0) 491 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 493
634 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
635 if (op2->key_values) 495 if (key_values)
636 { 496 {
637 key_value *tail = 0; 497 key_value *tail = 0;
638 key_value *i; 498 key_value *i;
639 499
640 op->key_values = 0; 500 dst->key_values = 0;
641 501
642 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
643 { 503 {
644 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
645 505
646 new_link->next = 0; 506 new_link->next = 0;
647 new_link->key = i->key; 507 new_link->key = i->key;
648 new_link->value = i->value; 508 new_link->value = i->value;
649 509
650 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
651 if (!op->key_values) 511 if (!dst->key_values)
652 { 512 {
653 op->key_values = new_link; 513 dst->key_values = new_link;
654 tail = new_link; 514 tail = new_link;
655 } 515 }
656 else 516 else
657 { 517 {
658 tail->next = new_link; 518 tail->next = new_link;
659 tail = new_link; 519 tail = new_link;
660 } 520 }
661 } 521 }
662 } 522 }
663 523
664 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
665} 533}
666 534
667/* 535/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
671 */ 539 */
672
673void 540void
674update_turn_face (object *op) 541update_turn_face (object *op)
675{ 542{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 544 return;
545
678 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
680} 548}
681 549
682/* 550/*
683 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
686 */ 554 */
687void 555void
688update_ob_speed (object *op) 556object::set_speed (float speed)
689{ 557{
690 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 559 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 561 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 562 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 563
715 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 565
719 if (op->active_next != NULL) 566 if (has_active_speed ())
720 op->active_next->active_prev = op; 567 activate ();
721
722 active_objects = op;
723 }
724 else 568 else
725 { 569 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 570}
749 571
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 572/*
782 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 576 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
789 * 580 *
790 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 582 * current action are:
796 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
801 */ 588 */
802
803void 589void
804update_object (object *op, int action) 590update_object (object *op, int action)
805{ 591{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
808 593
809 if (op == NULL) 594 if (op == NULL)
810 { 595 {
811 /* this should never happen */ 596 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 598 return;
814 } 599 }
815 600
816 if (op->env != NULL) 601 if (op->env)
817 { 602 {
818 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
819 * to do in this case. 604 * to do in this case.
820 */ 605 */
821 return; 606 return;
826 */ 611 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 613 return;
829 614
830 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 617 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 619#ifdef MANY_CORES
835 abort (); 620 abort ();
836#endif 621#endif
837 return; 622 return;
838 } 623 }
839 624
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
847 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
848 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 642 * to have move_allow right now.
872 */ 643 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 646 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 647 }
879 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 650 * that is being removed.
882 */ 651 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 653 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
887 else 656 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 658
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 659 if (op->more)
897 update_object (op->more, action); 660 update_object (op->more, action);
898} 661}
899 662
900static unordered_vector<object *> mortals; 663object *object::first;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 664
922object::object () 665object::object ()
923{ 666{
924 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
925 668
932 free_key_values (this); 675 free_key_values (this);
933} 676}
934 677
935void object::link () 678void object::link ()
936{ 679{
937 count = ++ob_count;
938 uuid = gen_uuid (); 680 uuid = gen_uuid ();
939 681
940 prev = 0; 682 objects.insert (this);
941 next = objects;
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 683}
948 684
949void object::unlink () 685void object::unlink ()
950{ 686{
951 //count = 0;//D 687 objects.erase (this);
952 if (!prev && !next) return;//D 688}
953 689
954 if (this == objects) 690void
955 objects = next; 691object::activate ()
692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
956 696
957 /* Remove this object from the list of used objects */ 697 if (has_active_speed ())
958 if (prev) prev->next = next; 698 actives.insert (this);
959 if (next) next->prev = prev; 699}
960 700
961 prev = 0; 701void
962 next = 0; 702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
963} 793}
964 794
965object *object::create () 795object *object::create ()
966{ 796{
967 object *op = new object; 797 object *op = new object;
968 op->link (); 798 op->link ();
969 return op; 799 return op;
970} 800}
971 801
972/* 802void
973 * free_object() frees everything allocated by an object, removes 803object::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{ 804{
984 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
985 return; 815 return;
986 816
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
988 remove_friendly_object (this);
989 818
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 820
993 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
994 848
995 if (more) 849 if (more)
996 { 850 {
997 more->free (free_inventory); 851 more->destroy ();
998 more = 0; 852 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 } 853 }
1042 854
1043 // clear those pointers that likely might have circular references to us 855 // clear those pointers that likely might have circular references to us
1044 owner = 0; 856 owner = 0;
1045 enemy = 0; 857 enemy = 0;
1046 attacked_by = 0; 858 attacked_by = 0;
859}
1047 860
1048 /* Remove object from the active list */ 861void
1049 speed = 0; 862object::destroy (bool destroy_inventory)
1050 update_ob_speed (this); 863{
864 if (destroyed ())
865 return;
1051 866
1052 unlink (); 867 if (destroy_inventory)
868 destroy_inv (false);
1053 869
1054 mortals.push_back (this); 870 attachable::destroy ();
1055} 871}
1056 872
1057/* 873/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1060 */ 876 */
1061
1062void 877void
1063sub_weight (object *op, signed long weight) 878sub_weight (object *op, signed long weight)
1064{ 879{
1065 while (op != NULL) 880 while (op != NULL)
1066 { 881 {
1067 if (op->type == CONTAINER) 882 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 884
1071 op->carrying -= weight; 885 op->carrying -= weight;
1072 op = op->env; 886 op = op->env;
1073 } 887 }
1074} 888}
1075 889
1076/* remove_ob(op): 890/* op->remove ():
1077 * This function removes the object op from the linked list of objects 891 * 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 892 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 895 * the previous environment.
1082 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1083 */ 897 */
1084
1085void 898void
1086remove_ob (object *op) 899object::remove ()
1087{ 900{
901 object *tmp, *last = 0;
1088 object * 902 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 903
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)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 905 return;
1107 906
1108 SET_FLAG (op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1109 909
1110 if (op->more != NULL) 910 if (more)
1111 remove_ob (op->more); 911 more->remove ();
1112 912
1113 /* 913 /*
1114 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1115 * inventory. 915 * inventory.
1116 */ 916 */
1117 if (op->env != NULL) 917 if (env)
1118 { 918 {
1119 if (op->nrof) 919 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 920 sub_weight (env, weight * nrof);
1121 else 921 else
1122 sub_weight (op->env, op->weight + op->carrying); 922 sub_weight (env, weight + carrying);
1123 923
1124 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 926 * to save cpu time.
1127 */ 927 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 929 otmp->update_stats ();
1130 930
1131 if (op->above != NULL) 931 if (above)
1132 op->above->below = op->below; 932 above->below = below;
1133 else 933 else
1134 op->env->inv = op->below; 934 env->inv = below;
1135 935
1136 if (op->below != NULL) 936 if (below)
1137 op->below->above = op->above; 937 below->above = above;
1138 938
1139 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1142 */ 942 */
1143 op->x = op->env->x, op->y = op->env->y; 943 x = env->x, y = env->y;
1144 op->map = op->env->map; 944 map = env->map;
1145 op->above = NULL, op->below = NULL; 945 above = 0, below = 0;
1146 op->env = NULL; 946 env = 0;
1147 } 947 }
1148 else if (op->map) 948 else if (map)
1149 { 949 {
1150 x = op->x; 950 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 } 951 {
1164 952 --map->players;
1165 if (op->map != m) 953 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 */ 954 }
955
956 map->dirty = true;
1172 957
1173 /* link the object above us */ 958 /* link the object above us */
1174 if (op->above) 959 if (above)
1175 op->above->below = op->below; 960 above->below = below;
1176 else 961 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1178 963
1179 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1180 if (op->below) 965 if (below)
1181 op->below->above = op->above; 966 below->above = above;
1182 else 967 else
1183 { 968 {
1184 /* Nothing below, which means we need to relink map object for this space 969 /* 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 970 * use translated coordinates in case some oddness with map tiling is
1186 * evident 971 * evident
1187 */ 972 */
1188 if (GET_MAP_OB (m, x, y) != op) 973 if (GET_MAP_OB (map, x, y) != this)
1189 { 974 {
1190 dump_object (op); 975 char *dump = dump_object (this);
1191 LOG (llevError, 976 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); 977 "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);
978 free (dump);
1193 dump_object (GET_MAP_OB (m, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1194 LOG (llevError, "%s\n", errmsg); 980 LOG (llevError, "%s\n", dump);
981 free (dump);
1195 } 982 }
1196 983
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1198 } 985 }
1199 986
1200 op->above = 0; 987 above = 0;
1201 op->below = 0; 988 below = 0;
1202 989
1203 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1204 return; 991 return;
1205 992
1206 tag = op->count; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 994
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1210 { 996 {
1211 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1212 * being removed. 998 * being removed.
1213 */ 999 */
1214 1000
1215 if (tmp->type == PLAYER && tmp != op) 1001 if (tmp->type == PLAYER && tmp != this)
1216 { 1002 {
1217 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1219 * appropriately. 1005 * appropriately.
1220 */ 1006 */
1221 if (tmp->container == op) 1007 if (tmp->container == this)
1222 { 1008 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1010 tmp->container = 0;
1225 } 1011 }
1226 1012
1227 tmp->contr->socket.update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1228 } 1015 }
1229 1016
1230 /* See if player moving off should effect something */ 1017 /* 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)) 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1021 {
1233 move_apply (tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1234 1023
1235 if (was_destroyed (op, tag)) 1024 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1026 }
1240 1027
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1243 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1244 tmp->above = NULL; 1031 tmp->above = 0;
1245 1032
1246 last = tmp; 1033 last = tmp;
1247 } 1034 }
1248 1035
1249 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1038 if (!last)
1251 { 1039 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 1040 else
1261 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1262 1042
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1265 } 1045 }
1266} 1046}
1267 1047
1268/* 1048/*
1269 * merge_ob(op,top): 1049 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1278{ 1058{
1279 if (!op->nrof) 1059 if (!op->nrof)
1280 return 0; 1060 return 0;
1281 1061
1282 if (top == NULL) 1062 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1284 1065
1285 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1286 { 1067 {
1287 if (top == op) 1068 if (top == op)
1288 continue; 1069 continue;
1289 if (CAN_MERGE (op, top)) 1070
1071 if (object::can_merge (op, top))
1290 { 1072 {
1291 top->nrof += op->nrof; 1073 top->nrof += op->nrof;
1292 1074
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1077 op->destroy ();
1296 free_object (op);
1297 return top; 1078 return top;
1298 } 1079 }
1299 } 1080 }
1300 1081
1301 return NULL; 1082 return 0;
1302} 1083}
1303 1084
1304/* 1085/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1307 */ 1088 */
1308object * 1089object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1091{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1093 {
1318 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1320 } 1096 }
1321 1097
1340 * Return value: 1116 * Return value:
1341 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1119 * just 'op' otherwise
1344 */ 1120 */
1345
1346object * 1121object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1123{
1349 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1350 sint16 x, y; 1125 sint16 x, y;
1351 1126
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1353 { 1128 {
1354 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL; 1130 return NULL;
1356 } 1131 }
1357 1132
1358 if (m == NULL) 1133 if (!m)
1359 { 1134 {
1360 dump_object (op); 1135 char *dump = dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1362 return op; 1138 return op;
1363 } 1139 }
1364 1140
1365 if (out_of_map (m, op->x, op->y)) 1141 if (out_of_map (m, op->x, op->y))
1366 { 1142 {
1367 dump_object (op); 1143 char *dump = dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1369#ifdef MANY_CORES 1145#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1146 /* 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 1147 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1148 * improperly inserted.
1373 */ 1149 */
1374 abort (); 1150 abort ();
1375#endif 1151#endif
1152 free (dump);
1376 return op; 1153 return op;
1377 } 1154 }
1378 1155
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 { 1157 {
1381 dump_object (op); 1158 char *dump = dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1383 return op; 1161 return op;
1384 } 1162 }
1385 1163
1386 if (op->more != NULL) 1164 if (op->more)
1387 { 1165 {
1388 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1389 1167
1390 object *more = op->more; 1168 object *more = op->more;
1391 1169
1392 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1393 * we set the map, that doesn't work if the location is within 1171 * 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 1172 * a map and this is straddling an edge. So only if coordinate
1395 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1396 */ 1174 */
1397 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 else if (!more->map) 1177 else if (!more->map)
1400 { 1178 {
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 { 1186 {
1409 if (!op->head) 1187 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1189
1412 return NULL; 1190 return 0;
1413 } 1191 }
1414 } 1192 }
1415 1193
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1195
1424 y = op->y; 1202 y = op->y;
1425 1203
1426 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1427 */ 1205 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1208 if (object::can_merge (op, tmp))
1431 { 1209 {
1432 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1211 tmp->destroy ();
1434 free_object (tmp);
1435 } 1212 }
1436 1213
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1216
1452 op->below = originator->below; 1229 op->below = originator->below;
1453 1230
1454 if (op->below) 1231 if (op->below)
1455 op->below->above = op; 1232 op->below->above = op;
1456 else 1233 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1458 1235
1459 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1460 originator->below = op; 1237 originator->below = op;
1461 } 1238 }
1462 else 1239 else
1463 { 1240 {
1464 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1466 { 1243 {
1467 object *last = NULL; 1244 object *last = 0;
1468 1245
1469 /* 1246 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1249 * 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 1253 * 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 1254 * 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 1255 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1480 */ 1257 */
1481
1482 while (top != NULL) 1258 while (top)
1483 { 1259 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1261 floor = top;
1486 1262
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 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 1284 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1286 * stacking is a bit odd.
1511 */ 1287 */
1512 if (!(flag & INS_ON_TOP) && 1288 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)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514 { 1290 {
1515 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1293 break;
1518 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1541 1317
1542 if (op->above) 1318 if (op->above)
1543 op->above->below = op; 1319 op->above->below = op;
1544 1320
1545 op->below = NULL; 1321 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1547 } 1323 }
1548 else 1324 else
1549 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1550 op->above = top->above; 1326 op->above = top->above;
1551 1327
1554 1330
1555 op->below = top; 1331 op->below = top;
1556 top->above = op; 1332 top->above = op;
1557 } 1333 }
1558 1334
1559 if (op->above == NULL) 1335 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1562 1338
1563 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1564 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1565 1347
1566 /* If we have a floor, we know the player, if any, will be above 1348 /* 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. 1349 * it, so save a few ticks and start from there.
1568 */ 1350 */
1569 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1571 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1573 1355
1574 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1357 * 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 1358 * 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 1359 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1363 * of effect may be sufficient.
1582 */ 1364 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1585 1367
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1588 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1589 /* Don't know if moving this to the end will break anything. However, 1373 /* 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. 1374 * we want to have floorbox_update called before calling this.
1591 * 1375 *
1592 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1379 * update_object().
1597 1381
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* 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) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1384 {
1601 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1602 return NULL; 1386 return 0;
1603 1387
1604 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1389 * walk on's.
1606 */ 1390 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1609 return NULL; 1393 return 0;
1610 } 1394 }
1611 1395
1612 return op; 1396 return op;
1613} 1397}
1614 1398
1615/* this function inserts an object in the map, but if it 1399/* 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. 1400 * 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. 1401 * op is the object to insert it under: supplies x and the map.
1618 */ 1402 */
1619void 1403void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1405{
1622 object * 1406 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1407
1627 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1628 1409
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1412 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1413
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1415
1640 tmp1->x = op->x; 1416 tmp1->x = op->x;
1641 tmp1->y = op->y; 1417 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1643} 1425}
1644 1426
1645/* 1427/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * 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 1429 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1432 * global static errmsg array.
1651 */ 1433 */
1652
1653object * 1434object *
1654get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1655{ 1436{
1656 object * 1437 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1439
1661 if (orig_ob->nrof < nr) 1440 if (orig_ob->nrof < nr)
1662 { 1441 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1443 return NULL;
1665 } 1444 }
1666 1445
1667 newob = object_create_clone (orig_ob); 1446 newob = object_create_clone (orig_ob);
1668 1447
1669 if ((orig_ob->nrof -= nr) < 1) 1448 if ((orig_ob->nrof -= nr) < 1)
1670 { 1449 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) 1450 else if (!is_removed)
1676 { 1451 {
1677 if (orig_ob->env != NULL) 1452 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1699 1474
1700object * 1475object *
1701decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1702{ 1477{
1703 object *tmp; 1478 object *tmp;
1704 player *pl;
1705 1479
1706 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1481 return op;
1708 1482
1709 if (i > op->nrof) 1483 if (i > op->nrof)
1710 i = op->nrof; 1484 i = op->nrof;
1711 1485
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1487 op->nrof -= i;
1714 else if (op->env != NULL) 1488 else if (op->env)
1715 { 1489 {
1716 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1717 * therein? 1491 * therein?
1718 */ 1492 */
1719 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1498 * and then searching the map for a player.
1725 */ 1499 */
1726 if (!tmp) 1500 if (!tmp)
1727 { 1501 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1730 break; 1505 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1506 }
1736 1507
1737 if (i < op->nrof) 1508 if (i < op->nrof)
1738 { 1509 {
1739 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1511 op->nrof -= i;
1741 if (tmp) 1512 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1744 }
1745 } 1514 }
1746 else 1515 else
1747 { 1516 {
1748 remove_ob (op); 1517 op->remove ();
1749 op->nrof = 0; 1518 op->nrof = 0;
1750 if (tmp) 1519 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1521 }
1755 } 1522 }
1756 else 1523 else
1757 { 1524 {
1758 object *above = op->above; 1525 object *above = op->above;
1759 1526
1760 if (i < op->nrof) 1527 if (i < op->nrof)
1761 op->nrof -= i; 1528 op->nrof -= i;
1762 else 1529 else
1763 { 1530 {
1764 remove_ob (op); 1531 op->remove ();
1765 op->nrof = 0; 1532 op->nrof = 0;
1766 } 1533 }
1767 1534
1768 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1771 { 1538 {
1772 if (op->nrof) 1539 if (op->nrof)
1773 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1774 else 1541 else
1778 1545
1779 if (op->nrof) 1546 if (op->nrof)
1780 return op; 1547 return op;
1781 else 1548 else
1782 { 1549 {
1783 free_object (op); 1550 op->destroy ();
1784 return NULL; 1551 return 0;
1785 } 1552 }
1786} 1553}
1787 1554
1788/* 1555/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1801 op->carrying += weight; 1568 op->carrying += weight;
1802 op = op->env; 1569 op = op->env;
1803 } 1570 }
1804} 1571}
1805 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1806/* 1593/*
1807 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1808 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1809 * inside the object environment. 1596 * inside the object environment.
1810 * 1597 *
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 1598 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1818 */ 1600 */
1819 1601
1820object * 1602object *
1821insert_ob_in_ob (object *op, object *where) 1603object::insert (object *op)
1822{ 1604{
1823 object * 1605 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1606
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1608 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 1609
1847 if (op->more) 1610 if (op->more)
1848 { 1611 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1613 return op;
1852 1615
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1618 if (op->nrof)
1856 { 1619 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1859 { 1622 {
1860 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1624 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1865 */ 1628 */
1866 add_weight (where, op->weight * op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1869 op = tmp; 1632 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1635 break;
1873 } 1636 }
1874 1637
1875 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1640 * (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 1641 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1642 * the linking below
1880 */ 1643 */
1881 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1882 } 1645 }
1883 else 1646 else
1884 add_weight (where, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1885 1648
1886 otmp = is_player_inv (where); 1649 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1650 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1652 otmp->update_stats ();
1891 }
1892 1653
1893 op->map = NULL; 1654 op->map = 0;
1894 op->env = where; 1655 op->env = this;
1895 op->above = NULL; 1656 op->above = 0;
1896 op->below = NULL; 1657 op->below = 0;
1897 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1898 1659
1899 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1661 if ((op->glow_radius != 0) && map)
1901 { 1662 {
1902#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1666 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1667 update_all_los (map, x, y);
1907 } 1668 }
1908 1669
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1671 * It sure simplifies this function...
1911 */ 1672 */
1912 if (where->inv == NULL) 1673 if (!inv)
1913 where->inv = op; 1674 inv = op;
1914 else 1675 else
1915 { 1676 {
1916 op->below = where->inv; 1677 op->below = inv;
1917 op->below->above = op; 1678 op->below->above = op;
1918 where->inv = op; 1679 inv = op;
1919 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1920 return op; 1684 return op;
1921} 1685}
1922 1686
1923/* 1687/*
1924 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1938 * 1702 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * 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 1704 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1705 * on top.
1942 */ 1706 */
1943
1944int 1707int
1945check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1946{ 1709{
1947 object * 1710 object *tmp;
1948 tmp; 1711 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1712 int x = op->x, y = op->y;
1955 1713
1956 MoveType 1714 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1715
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1717 return 0;
1963
1964 tag = op->count;
1965 1718
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 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); 1720 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); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1722
1985 1738
1986 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1988 */ 1741 */
1989 1742
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1991 { 1744 {
1992 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1747 * we don't need to check all of them.
1995 */ 1748 */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 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)) 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1785 {
2033 move_apply (tmp, op, originator); 1786 move_apply (tmp, op, originator);
2034 1787
2035 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
2036 return 1; 1789 return 1;
2037 1790
2038 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
2050/* 1803/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2054 */ 1807 */
2055
2056object * 1808object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1810{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
2063 { 1812 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1814 return NULL;
2066 } 1815 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->arch == at) 1818 if (tmp->arch == at)
2069 return tmp; 1819 return tmp;
1820
2070 return NULL; 1821 return NULL;
2071} 1822}
2072 1823
2073/* 1824/*
2074 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2077 */ 1828 */
2078
2079object * 1829object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
2081{ 1831{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
2086 { 1833 {
2087 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1835 return NULL;
2089 } 1836 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1839 if (tmp->type == type)
2092 return tmp; 1840 return tmp;
1841
2093 return NULL; 1842 return NULL;
2094} 1843}
2095 1844
2096/* 1845/*
2097 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2100 */ 1849 */
2101
2102object * 1850object *
2103present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
2104{ 1852{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1854 if (tmp->type == type)
2110 return tmp; 1855 return tmp;
1856
2111 return NULL; 1857 return NULL;
2112} 1858}
2113 1859
2114/* 1860/*
2115 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1869 * 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 1870 * 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 1871 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1872 * to be unique.
2127 */ 1873 */
2128
2129object * 1874object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1876{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1879 return tmp;
2139 } 1880
2140 return NULL; 1881 return 0;
2141} 1882}
2142 1883
2143/* 1884/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2147 */ 1888 */
2148
2149object * 1889object *
2150present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2151{ 1891{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1893 if (tmp->arch == at)
2157 return tmp; 1894 return tmp;
1895
2158 return NULL; 1896 return NULL;
2159} 1897}
2160 1898
2161/* 1899/*
2162 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2163 */ 1901 */
2164void 1902void
2165flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2166{ 1904{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1905 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1907 {
2173 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2175 } 1910 }
2176} /* 1911}
1912
1913/*
2177 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2178 */ 1915 */
2179void 1916void
2180unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2181{ 1918{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1919 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1921 {
2188 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2190 } 1924 }
2191} 1925}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1930 * 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. 1931 * him/her-self and all object carried by a call to this function.
2198 */ 1932 */
2199
2200void 1933void
2201set_cheat (object *op) 1934set_cheat (object *op)
2202{ 1935{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * 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 1957 * 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 1958 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1959 * customized, changed states, etc.
2227 */ 1960 */
2228
2229int 1961int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 1963{
2232 int
2233 i,
2234 index = 0, flag; 1964 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2237 1966
2238 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2239 { 1968 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 1970 if (!flag)
2242 altern[index++] = i; 1971 altern [index++] = i;
2243 1972
2244 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* 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. 1974 * 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 - 1975 * 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 1976 * 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 1977 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2251 */ 1980 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 1982 stop = maxfree[i];
2254 } 1983 }
1984
2255 if (!index) 1985 if (!index)
2256 return -1; 1986 return -1;
1987
2257 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2258} 1989}
2259 1990
2260/* 1991/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 1994 * 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. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 1996 */
2266
2267int 1997int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 1999{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2002 return i;
2277 } 2003
2278 return -1; 2004 return -1;
2279} 2005}
2280 2006
2281/* 2007/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2011 */
2285static void 2012static void
2286permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2287{ 2014{
2288 int 2015 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2016 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2017
2299 tmp = arr[i]; 2018 while (--end)
2300 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2020}
2304 2021
2305/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2023 * 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 2024 * 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. 2027 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2028 */
2312void 2029void
2313get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2314{ 2031{
2315 int 2032 int i;
2316 i;
2317 2033
2318 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2035 search_arr[i] = i;
2321 }
2322 2036
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2040}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * 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 2050 * 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 2051 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2052 * there is capable of.
2339 */ 2053 */
2340
2341int 2054int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2056{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2347 2058
2348 sint16 nx, ny; 2059 sint16 nx, ny;
2349 object * 2060 object *tmp;
2350 tmp; 2061 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2062
2354 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2355 2064
2356 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2357 { 2066 {
2369 mp = m; 2078 mp = m;
2370 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2372 2081
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2374 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2085 max = maxfree[i];
2377 }
2378 else 2086 else
2379 { 2087 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2381 2091
2382 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2093 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2387 { 2095 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2097 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))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2099 break;
2393 } 2100
2394 }
2395 if (tmp) 2101 if (tmp)
2396 {
2397 return freedir[i]; 2102 return freedir[i];
2398 }
2399 } 2103 }
2400 } 2104 }
2401 } 2105 }
2106
2402 return 0; 2107 return 0;
2403} 2108}
2404 2109
2405/* 2110/*
2406 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2112 * distance between the two given objects.
2408 */ 2113 */
2409
2410int 2114int
2411distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2412{ 2116{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2118}
2419 2119
2420/* 2120/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * 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 2122 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2424 */ 2124 */
2425
2426int 2125int
2427find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2428{ 2127{
2429 int 2128 int q;
2430 q;
2431 2129
2432 if (y) 2130 if (y)
2433 q = x * 100 / y; 2131 q = x * 100 / y;
2434 else if (x) 2132 else if (x)
2435 q = -300 * x; 2133 q = -300 * x;
2470int 2168int
2471absdir (int d) 2169absdir (int d)
2472{ 2170{
2473 while (d < 1) 2171 while (d < 1)
2474 d += 8; 2172 d += 8;
2173
2475 while (d > 8) 2174 while (d > 8)
2476 d -= 8; 2175 d -= 8;
2176
2477 return d; 2177 return d;
2478} 2178}
2479 2179
2480/* 2180/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2483 */ 2183 */
2484 2184
2485int 2185int
2486dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2487{ 2187{
2488 int 2188 int d;
2489 d;
2490 2189
2491 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2492 if (d > 4) 2191 if (d > 4)
2493 d = 8 - d; 2192 d = 8 - d;
2193
2494 return d; 2194 return d;
2495} 2195}
2496 2196
2497/* peterm: 2197/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * 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 2201 * 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. 2202 * 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 2203 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2204 * functions.
2505 */ 2205 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2261 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2565 */ 2263 */
2566
2567
2568int 2264int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2266{
2571 sint16 dx, dy; 2267 sint16 dx, dy;
2572 int
2573 mflags; 2268 int mflags;
2574 2269
2575 if (dir < 0) 2270 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2577 2272
2578 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2591 return 0; 2286 return 0;
2592 2287
2593 /* yes, can see. */ 2288 /* yes, can see. */
2594 if (dir < 9) 2289 if (dir < 9)
2595 return 1; 2290 return 1;
2291
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 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]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2295}
2599
2600
2601 2296
2602/* 2297/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2298 * 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 2299 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (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)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2314}
2620 2315
2621
2622/* 2316/*
2623 * create clone from object to another 2317 * create clone from object to another
2624 */ 2318 */
2625object * 2319object *
2626object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2627{ 2321{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2323
2631 if (!asrc) 2324 if (!asrc)
2632 return NULL; 2325 return 0;
2326
2633 src = asrc; 2327 src = asrc;
2634 if (src->head) 2328 if (src->head)
2635 src = src->head; 2329 src = src->head;
2636 2330
2637 prev = NULL; 2331 prev = 0;
2638 for (part = src; part; part = part->more) 2332 for (part = src; part; part = part->more)
2639 { 2333 {
2640 tmp = get_object (); 2334 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2335 tmp->x -= src->x;
2643 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2644 if (!part->head) 2338 if (!part->head)
2645 { 2339 {
2646 dst = tmp; 2340 dst = tmp;
2647 tmp->head = NULL; 2341 tmp->head = 0;
2648 } 2342 }
2649 else 2343 else
2650 {
2651 tmp->head = dst; 2344 tmp->head = dst;
2652 } 2345
2653 tmp->more = NULL; 2346 tmp->more = 0;
2347
2654 if (prev) 2348 if (prev)
2655 prev->more = tmp; 2349 prev->more = tmp;
2350
2656 prev = tmp; 2351 prev = tmp;
2657 } 2352 }
2658 2353
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2354 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2356
2665 return dst; 2357 return dst;
2666} 2358}
2667 2359
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. */ 2360/* 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 */ 2361/* 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, */ 2362/* 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. */ 2363/* 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. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2688
2689object * 2366object *
2690load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2691{ 2368{
2692 object * 2369 object *op;
2693 op;
2694 char
2695 filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2696 2371
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698 2373
2699 FILE *
2700 tempfile = fopen (filename, "w"); 2374 FILE *tempfile = fopen (filename, "w");
2701 2375
2702 if (tempfile == NULL) 2376 if (tempfile == NULL)
2703 { 2377 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL; 2379 return NULL;
2706 } 2380 }
2707 2381
2708 fprintf (tempfile, obstr); 2382 fprintf (tempfile, obstr);
2709 fclose (tempfile); 2383 fclose (tempfile);
2710 2384
2711 op = get_object (); 2385 op = object::create ();
2712 2386
2713 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2714 2388
2715 if (thawer) 2389 if (thawer)
2716 load_object (thawer, op, 0); 2390 load_object (thawer, op, 0);
2726 * returns NULL if no match. 2400 * returns NULL if no match.
2727 */ 2401 */
2728object * 2402object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2404{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2407 return tmp;
2737 2408
2738 return NULL; 2409 return 0;
2739} 2410}
2740 2411
2741/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2413 * otherwise return NULL.
2743 * 2414 *
2745 * do the desired thing. 2416 * do the desired thing.
2746 */ 2417 */
2747key_value * 2418key_value *
2748get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2749{ 2420{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2422 if (link->key == key)
2756 {
2757 return link; 2423 return link;
2758 }
2759 }
2760 2424
2761 return NULL; 2425 return 0;
2762} 2426}
2763 2427
2764/* 2428/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2430 *
2806 * Returns TRUE on success. 2470 * Returns TRUE on success.
2807 */ 2471 */
2808int 2472int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2474{
2811 key_value *
2812 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2813 2476
2814 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2478 {
2816 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2817 { 2480 {
2845 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2846 2509
2847 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2848 2511
2849 if (!add_key) 2512 if (!add_key)
2850 {
2851 return FALSE; 2513 return FALSE;
2852 } 2514
2853 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2857 * should pass in "" 2519 * should pass in ""
2906 } 2568 }
2907 else 2569 else
2908 item = item->env; 2570 item = item->env;
2909} 2571}
2910 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2911// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2912const char * 2603const char *
2913object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2914{ 2605{
2606 char flagdesc[512];
2915 char info2[256 * 3]; 2607 char info2[256 * 4];
2916 char *p = info; 2608 char *p = info;
2917 2609
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2919 count, 2611 count, uuid.seq,
2920 &name, 2612 &name,
2921 title ? " " : "", 2613 title ? "\",title:" : "",
2922 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2923 2616
2924 if (env) 2617 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2619
2927 if (map) 2620 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2622
2930 return info; 2623 return info;
2931} 2624}
2932 2625
2933const char * 2626const char *
2934object::debug_desc () const 2627object::debug_desc () const
2935{ 2628{
2936 static char info[256 * 3]; 2629 static char info[256 * 4];
2937 return debug_desc (info); 2630 return debug_desc (info);
2938} 2631}
2939 2632

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