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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 1.98 by root, Sun Dec 31 17:17:22 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
37static UUID uuid; 38static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
39 40
40object *objects; /* Pointer to the list of used objects */
41object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 45};
106 _exit (1); 106 _exit (1);
107 } 107 }
108 108
109 uuid.seq = uid; 109 uuid.seq = uid;
110 write_uuid (); 110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 112 fclose (fp);
113} 113}
114 114
115UUID 115UUID
116gen_uuid () 116gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 208 * used to store nrof).
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
262 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 259 return 0;
265 260
266 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 263 return 0;
269 264
270 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 266 * if it is valid.
272 */ 267 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
381void 361char *
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 362dump_object (object *op)
437{ 363{
438 if (op == NULL) 364 if (!op)
439 { 365 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 366
447void 367 object_freezer freezer;
448dump_all_objects (void) 368 save_object (freezer, op, 1);
449{ 369 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 370}
458 371
459/* 372/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
481 */ 394 */
482 395
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for (object *op = object::first; op; op = op->next)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break; 401 return op;
402
491 return op; 403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
554 } 466 }
555 467
556 op->key_values = 0; 468 op->key_values = 0;
557} 469}
558 470
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 471/*
611 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 477 * will point at garbage.
617 */ 478 */
618void 479void
619copy_object (object *op2, object *op) 480object::copy_to (object *dst)
620{ 481{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
623 484
624 op2->clone (op); 485 *(object_copy *)dst = *this;
625 486
626 if (is_freed) 487 if (is_freed)
627 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
628 if (is_removed) 490 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
630 492
631 if (op2->speed < 0) 493 if (speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
633 495
634 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
635 if (op2->key_values) 497 if (key_values)
636 { 498 {
637 key_value *tail = 0; 499 key_value *tail = 0;
638 key_value *i; 500 key_value *i;
639 501
640 op->key_values = 0; 502 dst->key_values = 0;
641 503
642 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
643 { 505 {
644 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
645 507
646 new_link->next = 0; 508 new_link->next = 0;
647 new_link->key = i->key; 509 new_link->key = i->key;
648 new_link->value = i->value; 510 new_link->value = i->value;
649 511
650 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
651 if (!op->key_values) 513 if (!dst->key_values)
652 { 514 {
653 op->key_values = new_link; 515 dst->key_values = new_link;
654 tail = new_link; 516 tail = new_link;
655 } 517 }
656 else 518 else
657 { 519 {
658 tail->next = new_link; 520 tail->next = new_link;
659 tail = new_link; 521 tail = new_link;
660 } 522 }
661 } 523 }
662 } 524 }
663 525
664 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
665} 535}
666 536
667/* 537/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
671 */ 541 */
672
673void 542void
674update_turn_face (object *op) 543update_turn_face (object *op)
675{ 544{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 546 return;
547
678 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
680} 550}
681 551
682/* 552/*
683 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
686 */ 556 */
687void 557void
688update_ob_speed (object *op) 558object::set_speed (float speed)
689{ 559{
690 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 561 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 563 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 564 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 565
715 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 567
719 if (op->active_next != NULL) 568 if (has_active_speed ())
720 op->active_next->active_prev = op; 569 activate ();
721
722 active_objects = op;
723 }
724 else 570 else
725 { 571 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 572}
749 573
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 574/*
782 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 578 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
789 * 582 *
790 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 584 * current action are:
796 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
801 */ 590 */
802
803void 591void
804update_object (object *op, int action) 592update_object (object *op, int action)
805{ 593{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
808 595
809 if (op == NULL) 596 if (op == NULL)
810 { 597 {
811 /* this should never happen */ 598 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 600 return;
814 } 601 }
815 602
816 if (op->env != NULL) 603 if (op->env)
817 { 604 {
818 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
819 * to do in this case. 606 * to do in this case.
820 */ 607 */
821 return; 608 return;
826 */ 613 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 615 return;
829 616
830 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 619 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 621#ifdef MANY_CORES
835 abort (); 622 abort ();
836#endif 623#endif
837 return; 624 return;
838 } 625 }
839 626
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
847 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
848 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 644 * to have move_allow right now.
872 */ 645 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 648 m.flags_ = P_NEED_UPDATE;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 649 }
879 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 652 * that is being removed.
882 */ 653 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
885 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
887 else 658 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 660
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 661 if (op->more)
897 update_object (op->more, action); 662 update_object (op->more, action);
898} 663}
899 664
900static unordered_vector<object *> mortals; 665object *object::first;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921 666
922object::object () 667object::object ()
923{ 668{
924 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
925 670
936{ 681{
937 count = ++ob_count; 682 count = ++ob_count;
938 uuid = gen_uuid (); 683 uuid = gen_uuid ();
939 684
940 prev = 0; 685 prev = 0;
941 next = objects; 686 next = object::first;
942 687
943 if (objects) 688 if (object::first)
944 objects->prev = this; 689 object::first->prev = this;
945 690
946 objects = this; 691 object::first = this;
947} 692}
948 693
949void object::unlink () 694void object::unlink ()
950{ 695{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects) 696 if (this == object::first)
955 objects = next; 697 object::first = next;
956 698
957 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next; 700 if (prev) prev->next = next;
959 if (next) next->prev = prev; 701 if (next) next->prev = prev;
960 702
961 prev = 0; 703 prev = 0;
962 next = 0; 704 next = 0;
963} 705}
964 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
965object *object::create () 831object *object::create ()
966{ 832{
967 object *op = new object; 833 object *op = new object;
968 op->link (); 834 op->link ();
969 return op; 835 return op;
970} 836}
971 837
972/* 838void
973 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 840{
984 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
985 return; 851 return;
986 852
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
988 remove_friendly_object (this);
989 854
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
991 remove_ob (this);
992 856
993 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
994 883
995 if (more) 884 if (more)
996 { 885 {
997 more->free (free_inventory); 886 more->destroy ();
998 more = 0; 887 more = 0;
999 }
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 } 888 }
1042 889
1043 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
1044 owner = 0; 891 owner = 0;
1045 enemy = 0; 892 enemy = 0;
1046 attacked_by = 0; 893 attacked_by = 0;
1047 894
1048 /* Remove object from the active list */ 895 // only relevant for players(?), but make sure of it anyways
1049 speed = 0; 896 contr = 0;
1050 update_ob_speed (this); 897}
1051 898
1052 unlink (); 899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
1053 904
1054 mortals.push_back (this); 905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1055} 909}
1056 910
1057/* 911/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1060 */ 914 */
1061
1062void 915void
1063sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1064{ 917{
1065 while (op != NULL) 918 while (op != NULL)
1066 { 919 {
1067 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 922
1071 op->carrying -= weight; 923 op->carrying -= weight;
1072 op = op->env; 924 op = op->env;
1073 } 925 }
1074} 926}
1075 927
1076/* remove_ob(op): 928/* op->remove ():
1077 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 933 * the previous environment.
1082 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1083 */ 935 */
1084
1085void 936void
1086remove_ob (object *op) 937object::remove ()
1087{ 938{
939 object *tmp, *last = 0;
1088 object * 940 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 941
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)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 943 return;
1107 944
1108 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1109 947
1110 if (op->more != NULL) 948 if (more)
1111 remove_ob (op->more); 949 more->remove ();
1112 950
1113 /* 951 /*
1114 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1115 * inventory. 953 * inventory.
1116 */ 954 */
1117 if (op->env != NULL) 955 if (env)
1118 { 956 {
1119 if (op->nrof) 957 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1121 else 959 else
1122 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1123 961
1124 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 964 * to save cpu time.
1127 */ 965 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 967 otmp->update_stats ();
1130 968
1131 if (op->above != NULL) 969 if (above)
1132 op->above->below = op->below; 970 above->below = below;
1133 else 971 else
1134 op->env->inv = op->below; 972 env->inv = below;
1135 973
1136 if (op->below != NULL) 974 if (below)
1137 op->below->above = op->above; 975 below->above = above;
1138 976
1139 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1142 */ 980 */
1143 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1144 op->map = op->env->map; 982 map = env->map;
1145 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1146 op->env = NULL; 984 env = 0;
1147 } 985 }
1148 else if (op->map) 986 else if (map)
1149 { 987 {
1150 x = op->x; 988 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 } 989 {
1164 990 --map->players;
1165 if (op->map != m) 991 map->last_access = runtime;
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 */ 992 }
993
994 map->dirty = true;
1172 995
1173 /* link the object above us */ 996 /* link the object above us */
1174 if (op->above) 997 if (above)
1175 op->above->below = op->below; 998 above->below = below;
1176 else 999 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1178 1001
1179 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1180 if (op->below) 1003 if (below)
1181 op->below->above = op->above; 1004 below->above = above;
1182 else 1005 else
1183 { 1006 {
1184 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1185 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1009 * evident
1187 */ 1010 */
1188 if (GET_MAP_OB (m, x, y) != op) 1011 if (GET_MAP_OB (map, x, y) != this)
1189 { 1012 {
1190 dump_object (op); 1013 char *dump = dump_object (this);
1191 LOG (llevError, 1014 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); 1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1016 free (dump);
1193 dump_object (GET_MAP_OB (m, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1194 LOG (llevError, "%s\n", errmsg); 1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1195 } 1020 }
1196 1021
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1198 } 1023 }
1199 1024
1200 op->above = 0; 1025 above = 0;
1201 op->below = 0; 1026 below = 0;
1202 1027
1203 if (op->map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1204 return; 1029 return;
1205 1030
1206 tag = op->count; 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1032
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1210 { 1034 {
1211 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1212 * being removed. 1036 * being removed.
1213 */ 1037 */
1214 1038
1215 if (tmp->type == PLAYER && tmp != op) 1039 if (tmp->type == PLAYER && tmp != this)
1216 { 1040 {
1217 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1219 * appropriately. 1043 * appropriately.
1220 */ 1044 */
1221 if (tmp->container == op) 1045 if (tmp->container == this)
1222 { 1046 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1048 tmp->container = 0;
1225 } 1049 }
1226 1050
1227 tmp->contr->socket.update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1228 } 1053 }
1229 1054
1230 /* See if player moving off should effect something */ 1055 /* 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)) 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1059 {
1233 move_apply (tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1234 1061
1235 if (was_destroyed (op, tag)) 1062 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1064 }
1240 1065
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1243 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1244 tmp->above = NULL; 1069 tmp->above = 0;
1245 1070
1246 last = tmp; 1071 last = tmp;
1247 } 1072 }
1248 1073
1249 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1076 if (!last)
1251 { 1077 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1078 else
1261 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1262 1080
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1265 } 1083 }
1266} 1084}
1267 1085
1268/* 1086/*
1269 * merge_ob(op,top): 1087 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1278{ 1096{
1279 if (!op->nrof) 1097 if (!op->nrof)
1280 return 0; 1098 return 0;
1281 1099
1282 if (top == NULL) 1100 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1284 1103
1285 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1286 { 1105 {
1287 if (top == op) 1106 if (top == op)
1288 continue; 1107 continue;
1289 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1290 { 1110 {
1291 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1292 1112
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1115 op->destroy ();
1296 free_object (op);
1297 return top; 1116 return top;
1298 } 1117 }
1299 } 1118 }
1300 1119
1301 return NULL; 1120 return 0;
1302} 1121}
1303 1122
1304/* 1123/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1307 */ 1126 */
1308object * 1127object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1129{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1131 {
1318 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1320 } 1134 }
1321 1135
1340 * Return value: 1154 * Return value:
1341 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1157 * just 'op' otherwise
1344 */ 1158 */
1345
1346object * 1159object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1161{
1349 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1350 sint16 x, y; 1163 sint16 x, y;
1351 1164
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1353 { 1166 {
1354 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL; 1168 return NULL;
1356 } 1169 }
1357 1170
1358 if (m == NULL) 1171 if (!m)
1359 { 1172 {
1360 dump_object (op); 1173 char *dump = dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1362 return op; 1176 return op;
1363 } 1177 }
1364 1178
1365 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1366 { 1180 {
1367 dump_object (op); 1181 char *dump = dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1369#ifdef MANY_CORES 1183#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1186 * improperly inserted.
1373 */ 1187 */
1374 abort (); 1188 abort ();
1375#endif 1189#endif
1190 free (dump);
1376 return op; 1191 return op;
1377 } 1192 }
1378 1193
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 { 1195 {
1381 dump_object (op); 1196 char *dump = dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1383 return op; 1199 return op;
1384 } 1200 }
1385 1201
1386 if (op->more != NULL) 1202 if (op->more)
1387 { 1203 {
1388 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1389 1205
1390 object *more = op->more; 1206 object *more = op->more;
1391 1207
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 { 1224 {
1409 if (!op->head) 1225 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1227
1412 return NULL; 1228 return 0;
1413 } 1229 }
1414 } 1230 }
1415 1231
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1233
1424 y = op->y; 1240 y = op->y;
1425 1241
1426 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1427 */ 1243 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1431 { 1247 {
1432 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1249 tmp->destroy ();
1434 free_object (tmp);
1435 } 1250 }
1436 1251
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1254
1452 op->below = originator->below; 1267 op->below = originator->below;
1453 1268
1454 if (op->below) 1269 if (op->below)
1455 op->below->above = op; 1270 op->below->above = op;
1456 else 1271 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1458 1273
1459 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1460 originator->below = op; 1275 originator->below = op;
1461 } 1276 }
1462 else 1277 else
1463 { 1278 {
1464 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1466 { 1281 {
1467 object *last = NULL; 1282 object *last = 0;
1468 1283
1469 /* 1284 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1476 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1480 */ 1295 */
1481
1482 while (top != NULL) 1296 while (top)
1483 { 1297 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1299 floor = top;
1486 1300
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1324 * stacking is a bit odd.
1511 */ 1325 */
1512 if (!(flag & INS_ON_TOP) && 1326 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)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514 { 1328 {
1515 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1331 break;
1518 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1541 1355
1542 if (op->above) 1356 if (op->above)
1543 op->above->below = op; 1357 op->above->below = op;
1544 1358
1545 op->below = NULL; 1359 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1547 } 1361 }
1548 else 1362 else
1549 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1550 op->above = top->above; 1364 op->above = top->above;
1551 1365
1554 1368
1555 op->below = top; 1369 op->below = top;
1556 top->above = op; 1370 top->above = op;
1557 } 1371 }
1558 1372
1559 if (op->above == NULL) 1373 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1562 1376
1563 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1564 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1565 1385
1566 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1567 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1568 */ 1388 */
1569 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1571 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1573 1393
1574 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_NEED_UPDATE for spaces within this area
1581 * of effect may be sufficient. 1401 * of effect may be sufficient.
1582 */ 1402 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1585 1405
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1588 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1589 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1591 * 1413 *
1592 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1417 * update_object().
1597 1419
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1422 {
1601 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1602 return NULL; 1424 return 0;
1603 1425
1604 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1427 * walk on's.
1606 */ 1428 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1609 return NULL; 1431 return 0;
1610 } 1432 }
1611 1433
1612 return op; 1434 return op;
1613} 1435}
1614 1436
1615/* this function inserts an object in the map, but if it 1437/* 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. 1438 * 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. 1439 * op is the object to insert it under: supplies x and the map.
1618 */ 1440 */
1619void 1441void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1443{
1622 object * 1444 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1445
1627 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1628 1447
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1450 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1451
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1453
1640 tmp1->x = op->x; 1454 tmp1->x = op->x;
1641 tmp1->y = op->y; 1455 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1643} 1463}
1644 1464
1645/* 1465/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1470 * global static errmsg array.
1651 */ 1471 */
1652
1653object * 1472object *
1654get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1655{ 1474{
1656 object * 1475 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1477
1661 if (orig_ob->nrof < nr) 1478 if (orig_ob->nrof < nr)
1662 { 1479 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1481 return NULL;
1665 } 1482 }
1666 1483
1667 newob = object_create_clone (orig_ob); 1484 newob = object_create_clone (orig_ob);
1668 1485
1669 if ((orig_ob->nrof -= nr) < 1) 1486 if ((orig_ob->nrof -= nr) < 1)
1670 { 1487 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) 1488 else if (!is_removed)
1676 { 1489 {
1677 if (orig_ob->env != NULL) 1490 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1699 1512
1700object * 1513object *
1701decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1702{ 1515{
1703 object *tmp; 1516 object *tmp;
1704 player *pl;
1705 1517
1706 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1519 return op;
1708 1520
1709 if (i > op->nrof) 1521 if (i > op->nrof)
1710 i = op->nrof; 1522 i = op->nrof;
1711 1523
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1525 op->nrof -= i;
1714 else if (op->env != NULL) 1526 else if (op->env)
1715 { 1527 {
1716 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1717 * therein? 1529 * therein?
1718 */ 1530 */
1719 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1536 * and then searching the map for a player.
1725 */ 1537 */
1726 if (!tmp) 1538 if (!tmp)
1727 { 1539 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1730 break; 1543 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1544 }
1736 1545
1737 if (i < op->nrof) 1546 if (i < op->nrof)
1738 { 1547 {
1739 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1549 op->nrof -= i;
1741 if (tmp) 1550 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1744 }
1745 } 1552 }
1746 else 1553 else
1747 { 1554 {
1748 remove_ob (op); 1555 op->remove ();
1749 op->nrof = 0; 1556 op->nrof = 0;
1750 if (tmp) 1557 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1559 }
1755 } 1560 }
1756 else 1561 else
1757 { 1562 {
1758 object *above = op->above; 1563 object *above = op->above;
1759 1564
1760 if (i < op->nrof) 1565 if (i < op->nrof)
1761 op->nrof -= i; 1566 op->nrof -= i;
1762 else 1567 else
1763 { 1568 {
1764 remove_ob (op); 1569 op->remove ();
1765 op->nrof = 0; 1570 op->nrof = 0;
1766 } 1571 }
1767 1572
1768 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1771 { 1576 {
1772 if (op->nrof) 1577 if (op->nrof)
1773 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1774 else 1579 else
1778 1583
1779 if (op->nrof) 1584 if (op->nrof)
1780 return op; 1585 return op;
1781 else 1586 else
1782 { 1587 {
1783 free_object (op); 1588 op->destroy ();
1784 return NULL; 1589 return 0;
1785 } 1590 }
1786} 1591}
1787 1592
1788/* 1593/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1801 op->carrying += weight; 1606 op->carrying += weight;
1802 op = op->env; 1607 op = op->env;
1803 } 1608 }
1804} 1609}
1805 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1806/* 1631/*
1807 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1808 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1809 * inside the object environment. 1634 * inside the object environment.
1810 * 1635 *
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 1636 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1818 */ 1638 */
1819 1639
1820object * 1640object *
1821insert_ob_in_ob (object *op, object *where) 1641object::insert (object *op)
1822{ 1642{
1823 object * 1643 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1644
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1646 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 1647
1847 if (op->more) 1648 if (op->more)
1848 { 1649 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1651 return op;
1852 1653
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1656 if (op->nrof)
1856 { 1657 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1859 { 1660 {
1860 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1662 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1865 */ 1666 */
1866 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1869 op = tmp; 1670 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1673 break;
1873 } 1674 }
1874 1675
1875 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1678 * (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 1679 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1680 * the linking below
1880 */ 1681 */
1881 add_weight (where, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1882 } 1683 }
1883 else 1684 else
1884 add_weight (where, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1885 1686
1886 otmp = is_player_inv (where); 1687 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1688 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1690 otmp->update_stats ();
1891 }
1892 1691
1893 op->map = NULL; 1692 op->map = 0;
1894 op->env = where; 1693 op->env = this;
1895 op->above = NULL; 1694 op->above = 0;
1896 op->below = NULL; 1695 op->below = 0;
1897 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1898 1697
1899 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1699 if ((op->glow_radius != 0) && map)
1901 { 1700 {
1902#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1704 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1705 update_all_los (map, x, y);
1907 } 1706 }
1908 1707
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1709 * It sure simplifies this function...
1911 */ 1710 */
1912 if (where->inv == NULL) 1711 if (!inv)
1913 where->inv = op; 1712 inv = op;
1914 else 1713 else
1915 { 1714 {
1916 op->below = where->inv; 1715 op->below = inv;
1917 op->below->above = op; 1716 op->below->above = op;
1918 where->inv = op; 1717 inv = op;
1919 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1920 return op; 1722 return op;
1921} 1723}
1922 1724
1923/* 1725/*
1924 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1938 * 1740 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1743 * on top.
1942 */ 1744 */
1943
1944int 1745int
1945check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1946{ 1747{
1947 object * 1748 object *tmp;
1948 tmp; 1749 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1750 int x = op->x, y = op->y;
1955 1751
1956 MoveType 1752 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1753
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1755 return 0;
1963
1964 tag = op->count;
1965 1756
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1760
1985 1776
1986 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1988 */ 1779 */
1989 1780
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1991 { 1782 {
1992 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1785 * we don't need to check all of them.
1995 */ 1786 */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 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)) 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1823 {
2033 move_apply (tmp, op, originator); 1824 move_apply (tmp, op, originator);
2034 1825
2035 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
2036 return 1; 1827 return 1;
2037 1828
2038 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
2050/* 1841/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2054 */ 1845 */
2055
2056object * 1846object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1848{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
2063 { 1850 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1852 return NULL;
2066 } 1853 }
1854
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068 if (tmp->arch == at) 1856 if (tmp->arch == at)
2069 return tmp; 1857 return tmp;
1858
2070 return NULL; 1859 return NULL;
2071} 1860}
2072 1861
2073/* 1862/*
2074 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2077 */ 1866 */
2078
2079object * 1867object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
2081{ 1869{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2086 { 1871 {
2087 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1873 return NULL;
2089 } 1874 }
1875
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2091 if (tmp->type == type) 1877 if (tmp->type == type)
2092 return tmp; 1878 return tmp;
1879
2093 return NULL; 1880 return NULL;
2094} 1881}
2095 1882
2096/* 1883/*
2097 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2100 */ 1887 */
2101
2102object * 1888object *
2103present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2104{ 1890{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1892 if (tmp->type == type)
2110 return tmp; 1893 return tmp;
1894
2111 return NULL; 1895 return NULL;
2112} 1896}
2113 1897
2114/* 1898/*
2115 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1910 * to be unique.
2127 */ 1911 */
2128
2129object * 1912object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1914{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1917 return tmp;
2139 } 1918
2140 return NULL; 1919 return 0;
2141} 1920}
2142 1921
2143/* 1922/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2147 */ 1926 */
2148
2149object * 1927object *
2150present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2151{ 1929{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1931 if (tmp->arch == at)
2157 return tmp; 1932 return tmp;
1933
2158 return NULL; 1934 return NULL;
2159} 1935}
2160 1936
2161/* 1937/*
2162 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2163 */ 1939 */
2164void 1940void
2165flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2166{ 1942{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1943 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1945 {
2173 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2175 } 1948 }
2176} /* 1949}
1950
1951/*
2177 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2178 */ 1953 */
2179void 1954void
2180unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2181{ 1956{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1957 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1959 {
2188 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2190 } 1962 }
2191} 1963}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2198 */ 1970 */
2199
2200void 1971void
2201set_cheat (object *op) 1972set_cheat (object *op)
2202{ 1973{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1997 * customized, changed states, etc.
2227 */ 1998 */
2228
2229int 1999int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2001{
2232 int
2233 i,
2234 index = 0, flag; 2002 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2237 2004
2238 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2239 { 2006 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2008 if (!flag)
2242 altern[index++] = i; 2009 altern [index++] = i;
2243 2010
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2251 */ 2018 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2020 stop = maxfree[i];
2254 } 2021 }
2022
2255 if (!index) 2023 if (!index)
2256 return -1; 2024 return -1;
2025
2257 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2258} 2027}
2259 2028
2260/* 2029/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2034 */
2266
2267int 2035int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2037{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2040 return i;
2277 } 2041
2278 return -1; 2042 return -1;
2279} 2043}
2280 2044
2281/* 2045/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2049 */
2285static void 2050static void
2286permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2287{ 2052{
2288 int 2053 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2054 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2055
2299 tmp = arr[i]; 2056 while (--end)
2300 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2058}
2304 2059
2305/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2061 * 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 2062 * 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. 2065 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2066 */
2312void 2067void
2313get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2314{ 2069{
2315 int 2070 int i;
2316 i;
2317 2071
2318 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2073 search_arr[i] = i;
2321 }
2322 2074
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2078}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * 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 2088 * 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 2089 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2090 * there is capable of.
2339 */ 2091 */
2340
2341int 2092int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2094{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2347 2096
2348 sint16 nx, ny; 2097 sint16 nx, ny;
2349 object * 2098 object *tmp;
2350 tmp; 2099 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2100
2354 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2355 2102
2356 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2357 { 2104 {
2369 mp = m; 2116 mp = m;
2370 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2372 2119
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2374 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2123 max = maxfree[i];
2377 }
2378 else 2124 else
2379 { 2125 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2381 2129
2382 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2131 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2387 { 2133 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2135 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))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2137 break;
2393 } 2138
2394 }
2395 if (tmp) 2139 if (tmp)
2396 {
2397 return freedir[i]; 2140 return freedir[i];
2398 }
2399 } 2141 }
2400 } 2142 }
2401 } 2143 }
2144
2402 return 0; 2145 return 0;
2403} 2146}
2404 2147
2405/* 2148/*
2406 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2150 * distance between the two given objects.
2408 */ 2151 */
2409
2410int 2152int
2411distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2412{ 2154{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2156}
2419 2157
2420/* 2158/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2424 */ 2162 */
2425
2426int 2163int
2427find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2428{ 2165{
2429 int 2166 int q;
2430 q;
2431 2167
2432 if (y) 2168 if (y)
2433 q = x * 100 / y; 2169 q = x * 100 / y;
2434 else if (x) 2170 else if (x)
2435 q = -300 * x; 2171 q = -300 * x;
2470int 2206int
2471absdir (int d) 2207absdir (int d)
2472{ 2208{
2473 while (d < 1) 2209 while (d < 1)
2474 d += 8; 2210 d += 8;
2211
2475 while (d > 8) 2212 while (d > 8)
2476 d -= 8; 2213 d -= 8;
2214
2477 return d; 2215 return d;
2478} 2216}
2479 2217
2480/* 2218/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2483 */ 2221 */
2484 2222
2485int 2223int
2486dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2487{ 2225{
2488 int 2226 int d;
2489 d;
2490 2227
2491 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2492 if (d > 4) 2229 if (d > 4)
2493 d = 8 - d; 2230 d = 8 - d;
2231
2494 return d; 2232 return d;
2495} 2233}
2496 2234
2497/* peterm: 2235/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2242 * functions.
2505 */ 2243 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2299 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2565 */ 2301 */
2566
2567
2568int 2302int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2304{
2571 sint16 dx, dy; 2305 sint16 dx, dy;
2572 int
2573 mflags; 2306 int mflags;
2574 2307
2575 if (dir < 0) 2308 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2577 2310
2578 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2591 return 0; 2324 return 0;
2592 2325
2593 /* yes, can see. */ 2326 /* yes, can see. */
2594 if (dir < 9) 2327 if (dir < 9)
2595 return 1; 2328 return 1;
2329
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 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]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2333}
2599
2600
2601 2334
2602/* 2335/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (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)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2352}
2620 2353
2621
2622/* 2354/*
2623 * create clone from object to another 2355 * create clone from object to another
2624 */ 2356 */
2625object * 2357object *
2626object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2627{ 2359{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2361
2631 if (!asrc) 2362 if (!asrc)
2632 return NULL; 2363 return 0;
2364
2633 src = asrc; 2365 src = asrc;
2634 if (src->head) 2366 if (src->head)
2635 src = src->head; 2367 src = src->head;
2636 2368
2637 prev = NULL; 2369 prev = 0;
2638 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2639 { 2371 {
2640 tmp = get_object (); 2372 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2373 tmp->x -= src->x;
2643 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2644 if (!part->head) 2376 if (!part->head)
2645 { 2377 {
2646 dst = tmp; 2378 dst = tmp;
2647 tmp->head = NULL; 2379 tmp->head = 0;
2648 } 2380 }
2649 else 2381 else
2650 {
2651 tmp->head = dst; 2382 tmp->head = dst;
2652 } 2383
2653 tmp->more = NULL; 2384 tmp->more = 0;
2385
2654 if (prev) 2386 if (prev)
2655 prev->more = tmp; 2387 prev->more = tmp;
2388
2656 prev = tmp; 2389 prev = tmp;
2657 } 2390 }
2658 2391
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2394
2665 return dst; 2395 return dst;
2666} 2396}
2667 2397
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. */ 2398/* 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 */ 2399/* 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, */ 2400/* 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. */ 2401/* 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. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2688
2689object * 2404object *
2690load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2691{ 2406{
2692 object * 2407 object *op;
2693 op;
2694 char
2695 filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2696 2409
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698 2411
2699 FILE *
2700 tempfile = fopen (filename, "w"); 2412 FILE *tempfile = fopen (filename, "w");
2701 2413
2702 if (tempfile == NULL) 2414 if (tempfile == NULL)
2703 { 2415 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL; 2417 return NULL;
2706 } 2418 }
2707 2419
2708 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2709 fclose (tempfile); 2421 fclose (tempfile);
2710 2422
2711 op = get_object (); 2423 op = object::create ();
2712 2424
2713 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2714 2426
2715 if (thawer) 2427 if (thawer)
2716 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2726 * returns NULL if no match. 2438 * returns NULL if no match.
2727 */ 2439 */
2728object * 2440object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2442{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2445 return tmp;
2737 2446
2738 return NULL; 2447 return 0;
2739} 2448}
2740 2449
2741/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2451 * otherwise return NULL.
2743 * 2452 *
2745 * do the desired thing. 2454 * do the desired thing.
2746 */ 2455 */
2747key_value * 2456key_value *
2748get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2749{ 2458{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2460 if (link->key == key)
2756 {
2757 return link; 2461 return link;
2758 }
2759 }
2760 2462
2761 return NULL; 2463 return 0;
2762} 2464}
2763 2465
2764/* 2466/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2468 *
2806 * Returns TRUE on success. 2508 * Returns TRUE on success.
2807 */ 2509 */
2808int 2510int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2512{
2811 key_value *
2812 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2813 2514
2814 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2516 {
2816 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2817 { 2518 {
2845 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2846 2547
2847 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2848 2549
2849 if (!add_key) 2550 if (!add_key)
2850 {
2851 return FALSE; 2551 return FALSE;
2852 } 2552
2853 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2857 * should pass in "" 2557 * should pass in ""
2906 } 2606 }
2907 else 2607 else
2908 item = item->env; 2608 item = item->env;
2909} 2609}
2910 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2911// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2912const char * 2639const char *
2913object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2914{ 2641{
2642 char flagdesc[512];
2915 char info2[256 * 3]; 2643 char info2[256 * 4];
2916 char *p = info; 2644 char *p = info;
2917 2645
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2919 count, 2647 count, uuid.seq,
2920 &name, 2648 &name,
2921 title ? " " : "", 2649 title ? "\",title:" : "",
2922 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2923 2652
2924 if (env) 2653 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2655
2927 if (map) 2656 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2658
2930 return info; 2659 return info;
2931} 2660}
2932 2661
2933const char * 2662const char *

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