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Comparing deliantra/server/common/object.C (file contents):
Revision 1.45 by root, Thu Sep 14 18:13:01 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
41 44
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 47};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
105 _exit (1); 108 _exit (1);
106 } 109 }
107 110
108 uuid.seq = uid; 111 uuid.seq = uid;
109 write_uuid (); 112 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 114 fclose (fp);
112} 115}
113 116
114UUID 117UUID
115gen_uuid () 118gen_uuid ()
140 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
142 */ 145 */
143 146
144 /* For each field in wants, */ 147 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
146 { 149 {
147 key_value *has_field; 150 key_value *has_field;
148 151
149 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
184 * 187 *
185 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
188 * 191 *
189 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
190 * 193 *
191 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
192 * check weight 195 * check weight
193 */ 196 */
194
195bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
196{ 198{
197 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
199 return 0; 205 return 0;
200 206
201 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 210 * used to store nrof).
207 */ 211 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 223
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 226
223 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0; 252 return 0;
255 253
256 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 255 * check all objects in the inventory.
258 */ 256 */
261 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 261 return 0;
264 262
265 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 265 return 0;
268 266
269 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 268 * if it is valid.
271 */ 269 */
280 278
281 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
283 * check? 281 * check?
284 */ 282 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 284 return 0;
287 285
288 switch (ob1->type) 286 switch (ob1->type)
289 { 287 {
290 case SCROLL: 288 case SCROLL:
355 op = op->env; 353 op = op->env;
356 return op; 354 return op;
357} 355}
358 356
359/* 357/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 359 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
378 */ 361 */
379 362
380void 363char *
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 364dump_object (object *op)
436{ 365{
437 if (op == NULL) 366 if (!op)
438 { 367 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 368
446void 369 object_freezer freezer;
447dump_all_objects (void) 370 save_object (freezer, op, 1);
448{ 371 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 372}
457 373
458/* 374/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
476} 392}
477 393
478/* 394/*
479 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
480 */ 396 */
481
482object * 397object *
483find_object (tag_t i) 398find_object (tag_t i)
484{ 399{
485 object *op; 400 return ((unsigned int)i) < objects.size ()
486 401 ? objects [i]
487 for (op = object::first; op != NULL; op = op->next) 402 : 0;
488 if (op->count == i)
489 break;
490 return op;
491} 403}
492 404
493/* 405/*
494 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
497 */ 409 */
498
499object * 410object *
500find_object_name (const char *str) 411find_object_name (const char *str)
501{ 412{
502 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
503 object *op; 414 object *op;
504 415
505 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
506 if (op->name == str_) 417 if (op->name == str_)
507 break; 418 break;
508 419
509 return op; 420 return op;
510} 421}
553 } 464 }
554 465
555 op->key_values = 0; 466 op->key_values = 0;
556} 467}
557 468
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 469/*
610 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 475 * will point at garbage.
616 */ 476 */
617void 477void
618copy_object (object *op2, object *op) 478object::copy_to (object *dst)
619{ 479{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 482
623 op2->clone (op); 483 *(object_copy *)dst = *this;
624 484
625 if (is_freed) 485 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
627 if (is_removed) 488 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
629 490
630 if (op2->speed < 0) 491 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 493
633 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
634 if (op2->key_values) 495 if (key_values)
635 { 496 {
636 key_value *tail = 0; 497 key_value *tail = 0;
637 key_value *i; 498 key_value *i;
638 499
639 op->key_values = 0; 500 dst->key_values = 0;
640 501
641 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
642 { 503 {
643 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
644 505
645 new_link->next = 0; 506 new_link->next = 0;
646 new_link->key = i->key; 507 new_link->key = i->key;
647 new_link->value = i->value; 508 new_link->value = i->value;
648 509
649 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
650 if (!op->key_values) 511 if (!dst->key_values)
651 { 512 {
652 op->key_values = new_link; 513 dst->key_values = new_link;
653 tail = new_link; 514 tail = new_link;
654 } 515 }
655 else 516 else
656 { 517 {
657 tail->next = new_link; 518 tail->next = new_link;
658 tail = new_link; 519 tail = new_link;
659 } 520 }
660 } 521 }
661 } 522 }
662 523
663 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
664} 533}
665 534
666/* 535/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
670 */ 539 */
671
672void 540void
673update_turn_face (object *op) 541update_turn_face (object *op)
674{ 542{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 544 return;
545
677 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
679} 548}
680 549
681/* 550/*
682 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
685 */ 554 */
686void 555void
687update_ob_speed (object *op) 556object::set_speed (float speed)
688{ 557{
689 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 559 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 561 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 562 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 563
714 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 565
718 if (op->active_next != NULL) 566 if (has_active_speed ())
719 op->active_next->active_prev = op; 567 activate ();
720
721 active_objects = op;
722 }
723 else 568 else
724 { 569 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 570}
748 571
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 572/*
781 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 576 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
788 * 580 *
789 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 582 * current action are:
795 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
800 */ 588 */
801
802void 589void
803update_object (object *op, int action) 590update_object (object *op, int action)
804{ 591{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
807 593
808 if (op == NULL) 594 if (op == NULL)
809 { 595 {
810 /* this should never happen */ 596 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 598 return;
813 } 599 }
814 600
815 if (op->env != NULL) 601 if (op->env)
816 { 602 {
817 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
818 * to do in this case. 604 * to do in this case.
819 */ 605 */
820 return; 606 return;
825 */ 611 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 613 return;
828 614
829 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 617 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 619#ifdef MANY_CORES
834 abort (); 620 abort ();
835#endif 621#endif
836 return; 622 return;
837 } 623 }
838 624
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
846 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
847 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 642 * to have move_allow right now.
871 */ 643 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 646 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 647 }
878 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 650 * that is being removed.
881 */ 651 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 653 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
886 else 656 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 658
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 659 if (op->more)
896 update_object (op->more, action); 660 update_object (op->more, action);
897} 661}
898 662
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first; 663object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922 664
923object::object () 665object::object ()
924{ 666{
925 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
926 668
933 free_key_values (this); 675 free_key_values (this);
934} 676}
935 677
936void object::link () 678void object::link ()
937{ 679{
938 count = ++ob_count;
939 uuid = gen_uuid (); 680 uuid = gen_uuid ();
940 681
941 prev = 0; 682 objects.insert (this);
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 683}
949 684
950void object::unlink () 685void object::unlink ()
951{ 686{
952 //count = 0;//D 687 objects.erase (this);
953 if (!prev && !next) return;//D 688}
954 689
955 if (this == object::first) 690void
956 object::first = next; 691object::activate ()
692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
957 696
958 /* Remove this object from the list of used objects */ 697 if (has_active_speed ())
959 if (prev) prev->next = next; 698 actives.insert (this);
960 if (next) next->prev = prev; 699}
961 700
962 prev = 0; 701void
963 next = 0; 702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
964} 793}
965 794
966object *object::create () 795object *object::create ()
967{ 796{
968 object *op = new object; 797 object *op = new object;
969 op->link (); 798 op->link ();
970 return op; 799 return op;
971} 800}
972 801
973/* 802void
974 * free_object() frees everything allocated by an object, removes 803object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 804{
985 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
986 return; 815 return;
987 816
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
989 remove_friendly_object (this);
990 818
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
992 remove_ob (this);
993 820
994 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
995 848
996 if (more) 849 if (more)
997 { 850 {
998 more->free (free_inventory); 851 more->destroy ();
999 more = 0; 852 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 853 }
1043 854
1044 // clear those pointers that likely might have circular references to us 855 // clear those pointers that likely might have circular references to us
1045 owner = 0; 856 owner = 0;
1046 enemy = 0; 857 enemy = 0;
1047 attacked_by = 0; 858 attacked_by = 0;
859}
1048 860
1049 /* Remove object from the active list */ 861void
1050 speed = 0; 862object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 863{
864 if (destroyed ())
865 return;
1052 866
1053 unlink (); 867 if (destroy_inventory)
868 destroy_inv (false);
1054 869
1055 mortals.push_back (this); 870 attachable::destroy ();
1056} 871}
1057 872
1058/* 873/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1061 */ 876 */
1062
1063void 877void
1064sub_weight (object *op, signed long weight) 878sub_weight (object *op, signed long weight)
1065{ 879{
1066 while (op != NULL) 880 while (op != NULL)
1067 { 881 {
1071 op->carrying -= weight; 885 op->carrying -= weight;
1072 op = op->env; 886 op = op->env;
1073 } 887 }
1074} 888}
1075 889
1076/* remove_ob(op): 890/* op->remove ():
1077 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 895 * the previous environment.
1082 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1083 */ 897 */
1084
1085void 898void
1086remove_ob (object *op) 899object::remove ()
1087{ 900{
1088 object *tmp, *last = 0; 901 object *tmp, *last = 0;
1089 object *otmp; 902 object *otmp;
1090 903
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 905 return;
1099 906
1100 SET_FLAG (op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1101 909
1102 if (op->more != NULL) 910 if (more)
1103 remove_ob (op->more); 911 more->remove ();
1104 912
1105 /* 913 /*
1106 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1107 * inventory. 915 * inventory.
1108 */ 916 */
1109 if (op->env != NULL) 917 if (env)
1110 { 918 {
1111 if (op->nrof) 919 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 920 sub_weight (env, weight * nrof);
1113 else 921 else
1114 sub_weight (op->env, op->weight + op->carrying); 922 sub_weight (env, weight + carrying);
1115 923
1116 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 926 * to save cpu time.
1119 */ 927 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 929 otmp->update_stats ();
1122 930
1123 if (op->above != NULL) 931 if (above)
1124 op->above->below = op->below; 932 above->below = below;
1125 else 933 else
1126 op->env->inv = op->below; 934 env->inv = below;
1127 935
1128 if (op->below != NULL) 936 if (below)
1129 op->below->above = op->above; 937 below->above = above;
1130 938
1131 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1134 */ 942 */
1135 op->x = op->env->x, op->y = op->env->y; 943 x = env->x, y = env->y;
1136 op->map = op->env->map; 944 map = env->map;
1137 op->above = NULL, op->below = NULL; 945 above = 0, below = 0;
1138 op->env = NULL; 946 env = 0;
1139 } 947 }
1140 else if (op->map) 948 else if (map)
1141 { 949 {
1142 x = op->x; 950 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 951 {
1156 952 --map->players;
1157 if (op->map != m) 953 map->touch ();
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 954 }
955
956 map->dirty = true;
1164 957
1165 /* link the object above us */ 958 /* link the object above us */
1166 if (op->above) 959 if (above)
1167 op->above->below = op->below; 960 above->below = below;
1168 else 961 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1170 963
1171 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1172 if (op->below) 965 if (below)
1173 op->below->above = op->above; 966 below->above = above;
1174 else 967 else
1175 { 968 {
1176 /* Nothing below, which means we need to relink map object for this space 969 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 970 * use translated coordinates in case some oddness with map tiling is
1178 * evident 971 * evident
1179 */ 972 */
1180 if (GET_MAP_OB (m, x, y) != op) 973 if (GET_MAP_OB (map, x, y) != this)
1181 { 974 {
1182 dump_object (op); 975 char *dump = dump_object (this);
1183 LOG (llevError, 976 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 977 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
978 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 980 LOG (llevError, "%s\n", dump);
981 free (dump);
1187 } 982 }
1188 983
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1190 } 985 }
1191 986
1192 op->above = 0; 987 above = 0;
1193 op->below = 0; 988 below = 0;
1194 989
1195 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1196 return; 991 return;
1197 992
1198 tag = op->count; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 994
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 996 {
1203 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1204 * being removed. 998 * being removed.
1205 */ 999 */
1206 1000
1207 if (tmp->type == PLAYER && tmp != op) 1001 if (tmp->type == PLAYER && tmp != this)
1208 { 1002 {
1209 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1211 * appropriately. 1005 * appropriately.
1212 */ 1006 */
1213 if (tmp->container == op) 1007 if (tmp->container == this)
1214 { 1008 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1010 tmp->container = 0;
1217 } 1011 }
1218 1012
1219 tmp->contr->socket.update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1220 } 1015 }
1221 1016
1222 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1021 {
1225 move_apply (tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1226 1023
1227 if (was_destroyed (op, tag)) 1024 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1026 }
1232 1027
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1236 tmp->above = NULL; 1031 tmp->above = 0;
1237 1032
1238 last = tmp; 1033 last = tmp;
1239 } 1034 }
1240 1035
1241 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1038 if (!last)
1243 { 1039 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1040 else
1253 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1254 1042
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1257 } 1045 }
1258} 1046}
1259 1047
1260/* 1048/*
1261 * merge_ob(op,top): 1049 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1270{ 1058{
1271 if (!op->nrof) 1059 if (!op->nrof)
1272 return 0; 1060 return 0;
1273 1061
1274 if (top == NULL) 1062 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1276 1065
1277 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1278 { 1067 {
1279 if (top == op) 1068 if (top == op)
1280 continue; 1069 continue;
1281 if (CAN_MERGE (op, top)) 1070
1071 if (object::can_merge (op, top))
1282 { 1072 {
1283 top->nrof += op->nrof; 1073 top->nrof += op->nrof;
1284 1074
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1077 op->destroy ();
1288 free_object (op);
1289 return top; 1078 return top;
1290 } 1079 }
1291 } 1080 }
1292 1081
1293 return 0; 1082 return 0;
1296/* 1085/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1299 */ 1088 */
1300object * 1089object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1091{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1093 {
1310 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1312 } 1096 }
1313 1097
1332 * Return value: 1116 * Return value:
1333 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1119 * just 'op' otherwise
1336 */ 1120 */
1337
1338object * 1121object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1123{
1341 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1125 sint16 x, y;
1343 1126
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1128 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1130 return NULL;
1348 } 1131 }
1349 1132
1350 if (m == NULL) 1133 if (!m)
1351 { 1134 {
1352 dump_object (op); 1135 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1354 return op; 1138 return op;
1355 } 1139 }
1356 1140
1357 if (out_of_map (m, op->x, op->y)) 1141 if (out_of_map (m, op->x, op->y))
1358 { 1142 {
1359 dump_object (op); 1143 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1145#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1148 * improperly inserted.
1365 */ 1149 */
1366 abort (); 1150 abort ();
1367#endif 1151#endif
1152 free (dump);
1368 return op; 1153 return op;
1369 } 1154 }
1370 1155
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1157 {
1373 dump_object (op); 1158 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1375 return op; 1161 return op;
1376 } 1162 }
1377 1163
1378 if (op->more != NULL) 1164 if (op->more)
1379 { 1165 {
1380 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1381 1167
1382 object *more = op->more; 1168 object *more = op->more;
1383 1169
1384 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1385 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1388 */ 1174 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map) 1177 else if (!more->map)
1392 { 1178 {
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1186 {
1401 if (!op->head) 1187 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1189
1404 return NULL; 1190 return 0;
1405 } 1191 }
1406 } 1192 }
1407 1193
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1195
1416 y = op->y; 1202 y = op->y;
1417 1203
1418 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1419 */ 1205 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1208 if (object::can_merge (op, tmp))
1423 { 1209 {
1424 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1211 tmp->destroy ();
1426 free_object (tmp);
1427 } 1212 }
1428 1213
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1216
1444 op->below = originator->below; 1229 op->below = originator->below;
1445 1230
1446 if (op->below) 1231 if (op->below)
1447 op->below->above = op; 1232 op->below->above = op;
1448 else 1233 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1450 1235
1451 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1452 originator->below = op; 1237 originator->below = op;
1453 } 1238 }
1454 else 1239 else
1455 { 1240 {
1456 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1243 {
1459 object *last = NULL; 1244 object *last = 0;
1460 1245
1461 /* 1246 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1472 */ 1257 */
1473
1474 while (top != NULL) 1258 while (top)
1475 { 1259 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1261 floor = top;
1478 1262
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1500 * If INS_ON_TOP is used, don't do this processing 1284 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1286 * stacking is a bit odd.
1503 */ 1287 */
1504 if (!(flag & INS_ON_TOP) && 1288 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1290 {
1507 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1293 break;
1510 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1317
1534 if (op->above) 1318 if (op->above)
1535 op->above->below = op; 1319 op->above->below = op;
1536 1320
1537 op->below = NULL; 1321 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1539 } 1323 }
1540 else 1324 else
1541 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1542 op->above = top->above; 1326 op->above = top->above;
1543 1327
1546 1330
1547 op->below = top; 1331 op->below = top;
1548 top->above = op; 1332 top->above = op;
1549 } 1333 }
1550 1334
1551 if (op->above == NULL) 1335 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1554 1338
1555 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1556 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1557 1347
1558 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1560 */ 1350 */
1561 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1565 1355
1566 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1363 * of effect may be sufficient.
1574 */ 1364 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1577 1367
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1580 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1581 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1583 * 1375 *
1584 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1379 * update_object().
1589 1381
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1384 {
1593 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1594 return NULL; 1386 return 0;
1595 1387
1596 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1389 * walk on's.
1598 */ 1390 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1601 return NULL; 1393 return 0;
1602 } 1394 }
1603 1395
1604 return op; 1396 return op;
1605} 1397}
1606 1398
1607/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1610 */ 1402 */
1611void 1403void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1405{
1614 object * 1406 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1407
1619 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1620 1409
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1412 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1413
1630 tmp1 = arch_to_object (find_archetype (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1415
1632 tmp1->x = op->x; 1416 tmp1->x = op->x;
1633 tmp1->y = op->y; 1417 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1425}
1636 1426
1637/* 1427/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1432 * global static errmsg array.
1643 */ 1433 */
1644
1645object * 1434object *
1646get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1647{ 1436{
1648 object * 1437 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1439
1653 if (orig_ob->nrof < nr) 1440 if (orig_ob->nrof < nr)
1654 { 1441 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1443 return NULL;
1657 } 1444 }
1658 1445
1659 newob = object_create_clone (orig_ob); 1446 newob = object_create_clone (orig_ob);
1660 1447
1661 if ((orig_ob->nrof -= nr) < 1) 1448 if ((orig_ob->nrof -= nr) < 1)
1662 { 1449 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1450 else if (!is_removed)
1668 { 1451 {
1669 if (orig_ob->env != NULL) 1452 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1474
1692object * 1475object *
1693decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1694{ 1477{
1695 object *tmp; 1478 object *tmp;
1696 player *pl;
1697 1479
1698 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1481 return op;
1700 1482
1701 if (i > op->nrof) 1483 if (i > op->nrof)
1702 i = op->nrof; 1484 i = op->nrof;
1703 1485
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1487 op->nrof -= i;
1706 else if (op->env != NULL) 1488 else if (op->env)
1707 { 1489 {
1708 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1709 * therein? 1491 * therein?
1710 */ 1492 */
1711 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1498 * and then searching the map for a player.
1717 */ 1499 */
1718 if (!tmp) 1500 if (!tmp)
1719 { 1501 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1722 break; 1505 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1506 }
1728 1507
1729 if (i < op->nrof) 1508 if (i < op->nrof)
1730 { 1509 {
1731 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1511 op->nrof -= i;
1733 if (tmp) 1512 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1736 }
1737 } 1514 }
1738 else 1515 else
1739 { 1516 {
1740 remove_ob (op); 1517 op->remove ();
1741 op->nrof = 0; 1518 op->nrof = 0;
1742 if (tmp) 1519 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1521 }
1747 } 1522 }
1748 else 1523 else
1749 { 1524 {
1750 object *above = op->above; 1525 object *above = op->above;
1751 1526
1752 if (i < op->nrof) 1527 if (i < op->nrof)
1753 op->nrof -= i; 1528 op->nrof -= i;
1754 else 1529 else
1755 { 1530 {
1756 remove_ob (op); 1531 op->remove ();
1757 op->nrof = 0; 1532 op->nrof = 0;
1758 } 1533 }
1759 1534
1760 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1763 { 1538 {
1764 if (op->nrof) 1539 if (op->nrof)
1765 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1766 else 1541 else
1770 1545
1771 if (op->nrof) 1546 if (op->nrof)
1772 return op; 1547 return op;
1773 else 1548 else
1774 { 1549 {
1775 free_object (op); 1550 op->destroy ();
1776 return NULL; 1551 return 0;
1777 } 1552 }
1778} 1553}
1779 1554
1780/* 1555/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1568 op->carrying += weight;
1794 op = op->env; 1569 op = op->env;
1795 } 1570 }
1796} 1571}
1797 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1798/* 1593/*
1799 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1800 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1801 * inside the object environment. 1596 * inside the object environment.
1802 * 1597 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1810 */ 1600 */
1811 1601
1812object * 1602object *
1813insert_ob_in_ob (object *op, object *where) 1603object::insert (object *op)
1814{ 1604{
1815 object * 1605 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1606
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1608 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1609
1839 if (op->more) 1610 if (op->more)
1840 { 1611 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1613 return op;
1844 1615
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1618 if (op->nrof)
1848 { 1619 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1851 { 1622 {
1852 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1624 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1857 */ 1628 */
1858 add_weight (where, op->weight * op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1861 op = tmp; 1632 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1635 break;
1865 } 1636 }
1866 1637
1867 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1642 * the linking below
1872 */ 1643 */
1873 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1874 } 1645 }
1875 else 1646 else
1876 add_weight (where, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1877 1648
1878 otmp = is_player_inv (where); 1649 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1650 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1652 otmp->update_stats ();
1883 }
1884 1653
1885 op->map = NULL; 1654 op->map = 0;
1886 op->env = where; 1655 op->env = this;
1887 op->above = NULL; 1656 op->above = 0;
1888 op->below = NULL; 1657 op->below = 0;
1889 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1890 1659
1891 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1661 if ((op->glow_radius != 0) && map)
1893 { 1662 {
1894#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1666 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1667 update_all_los (map, x, y);
1899 } 1668 }
1900 1669
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1671 * It sure simplifies this function...
1903 */ 1672 */
1904 if (where->inv == NULL) 1673 if (!inv)
1905 where->inv = op; 1674 inv = op;
1906 else 1675 else
1907 { 1676 {
1908 op->below = where->inv; 1677 op->below = inv;
1909 op->below->above = op; 1678 op->below->above = op;
1910 where->inv = op; 1679 inv = op;
1911 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1912 return op; 1684 return op;
1913} 1685}
1914 1686
1915/* 1687/*
1916 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1930 * 1702 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1705 * on top.
1934 */ 1706 */
1935
1936int 1707int
1937check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1938{ 1709{
1939 object * 1710 object *tmp;
1940 tmp; 1711 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1712 int x = op->x, y = op->y;
1947 1713
1948 MoveType 1714 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1715
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1717 return 0;
1955
1956 tag = op->count;
1957 1718
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1722
1977 1738
1978 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1980 */ 1741 */
1981 1742
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1744 {
1984 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1747 * we don't need to check all of them.
1987 */ 1748 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1785 {
2025 move_apply (tmp, op, originator); 1786 move_apply (tmp, op, originator);
2026 1787
2027 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
2028 return 1; 1789 return 1;
2029 1790
2030 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
2042/* 1803/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2046 */ 1807 */
2047
2048object * 1808object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1810{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
2055 { 1812 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1814 return NULL;
2058 } 1815 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1818 if (tmp->arch == at)
2061 return tmp; 1819 return tmp;
1820
2062 return NULL; 1821 return NULL;
2063} 1822}
2064 1823
2065/* 1824/*
2066 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2069 */ 1828 */
2070
2071object * 1829object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
2073{ 1831{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
2078 { 1833 {
2079 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1835 return NULL;
2081 } 1836 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1839 if (tmp->type == type)
2084 return tmp; 1840 return tmp;
1841
2085 return NULL; 1842 return NULL;
2086} 1843}
2087 1844
2088/* 1845/*
2089 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2092 */ 1849 */
2093
2094object * 1850object *
2095present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
2096{ 1852{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1854 if (tmp->type == type)
2102 return tmp; 1855 return tmp;
1856
2103 return NULL; 1857 return NULL;
2104} 1858}
2105 1859
2106/* 1860/*
2107 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1872 * to be unique.
2119 */ 1873 */
2120
2121object * 1874object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1876{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1879 return tmp;
2131 } 1880
2132 return NULL; 1881 return 0;
2133} 1882}
2134 1883
2135/* 1884/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2139 */ 1888 */
2140
2141object * 1889object *
2142present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2143{ 1891{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1893 if (tmp->arch == at)
2149 return tmp; 1894 return tmp;
1895
2150 return NULL; 1896 return NULL;
2151} 1897}
2152 1898
2153/* 1899/*
2154 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2155 */ 1901 */
2156void 1902void
2157flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2158{ 1904{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1905 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1907 {
2165 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2167 } 1910 }
2168} /* 1911}
1912
1913/*
2169 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2170 */ 1915 */
2171void 1916void
2172unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2173{ 1918{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1919 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1921 {
2180 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2182 } 1924 }
2183} 1925}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
2190 */ 1932 */
2191
2192void 1933void
2193set_cheat (object *op) 1934set_cheat (object *op)
2194{ 1935{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1959 * customized, changed states, etc.
2219 */ 1960 */
2220
2221int 1961int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1963{
2224 int
2225 i,
2226 index = 0, flag; 1964 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2229 1966
2230 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2231 { 1968 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1970 if (!flag)
2234 altern[index++] = i; 1971 altern [index++] = i;
2235 1972
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2243 */ 1980 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 1982 stop = maxfree[i];
2246 } 1983 }
1984
2247 if (!index) 1985 if (!index)
2248 return -1; 1986 return -1;
1987
2249 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2250} 1989}
2251 1990
2252/* 1991/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 1996 */
2258
2259int 1997int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 1999{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2002 return i;
2269 } 2003
2270 return -1; 2004 return -1;
2271} 2005}
2272 2006
2273/* 2007/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2011 */
2277static void 2012static void
2278permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2279{ 2014{
2280 int 2015 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2016 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2017
2291 tmp = arr[i]; 2018 while (--end)
2292 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2020}
2296 2021
2297/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2028 */
2304void 2029void
2305get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2306{ 2031{
2307 int 2032 int i;
2308 i;
2309 2033
2310 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2035 search_arr[i] = i;
2313 }
2314 2036
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2040}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2052 * there is capable of.
2331 */ 2053 */
2332
2333int 2054int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2056{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2339 2058
2340 sint16 nx, ny; 2059 sint16 nx, ny;
2341 object * 2060 object *tmp;
2342 tmp; 2061 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2062
2346 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2347 2064
2348 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2349 { 2066 {
2361 mp = m; 2078 mp = m;
2362 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2364 2081
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2366 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2085 max = maxfree[i];
2369 }
2370 else 2086 else
2371 { 2087 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2373 2091
2374 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2093 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2379 { 2095 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2099 break;
2385 } 2100
2386 }
2387 if (tmp) 2101 if (tmp)
2388 {
2389 return freedir[i]; 2102 return freedir[i];
2390 }
2391 } 2103 }
2392 } 2104 }
2393 } 2105 }
2106
2394 return 0; 2107 return 0;
2395} 2108}
2396 2109
2397/* 2110/*
2398 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2112 * distance between the two given objects.
2400 */ 2113 */
2401
2402int 2114int
2403distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2404{ 2116{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2118}
2411 2119
2412/* 2120/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2416 */ 2124 */
2417
2418int 2125int
2419find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2420{ 2127{
2421 int 2128 int q;
2422 q;
2423 2129
2424 if (y) 2130 if (y)
2425 q = x * 100 / y; 2131 q = x * 100 / y;
2426 else if (x) 2132 else if (x)
2427 q = -300 * x; 2133 q = -300 * x;
2462int 2168int
2463absdir (int d) 2169absdir (int d)
2464{ 2170{
2465 while (d < 1) 2171 while (d < 1)
2466 d += 8; 2172 d += 8;
2173
2467 while (d > 8) 2174 while (d > 8)
2468 d -= 8; 2175 d -= 8;
2176
2469 return d; 2177 return d;
2470} 2178}
2471 2179
2472/* 2180/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2183 */
2476 2184
2477int 2185int
2478dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2479{ 2187{
2480 int 2188 int d;
2481 d;
2482 2189
2483 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2484 if (d > 4) 2191 if (d > 4)
2485 d = 8 - d; 2192 d = 8 - d;
2193
2486 return d; 2194 return d;
2487} 2195}
2488 2196
2489/* peterm: 2197/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2204 * functions.
2497 */ 2205 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2261 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2557 */ 2263 */
2558
2559
2560int 2264int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2266{
2563 sint16 dx, dy; 2267 sint16 dx, dy;
2564 int
2565 mflags; 2268 int mflags;
2566 2269
2567 if (dir < 0) 2270 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2569 2272
2570 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2583 return 0; 2286 return 0;
2584 2287
2585 /* yes, can see. */ 2288 /* yes, can see. */
2586 if (dir < 9) 2289 if (dir < 9)
2587 return 1; 2290 return 1;
2291
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2295}
2591
2592
2593 2296
2594/* 2297/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2314}
2612 2315
2613
2614/* 2316/*
2615 * create clone from object to another 2317 * create clone from object to another
2616 */ 2318 */
2617object * 2319object *
2618object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2619{ 2321{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2323
2623 if (!asrc) 2324 if (!asrc)
2624 return NULL; 2325 return 0;
2326
2625 src = asrc; 2327 src = asrc;
2626 if (src->head) 2328 if (src->head)
2627 src = src->head; 2329 src = src->head;
2628 2330
2629 prev = NULL; 2331 prev = 0;
2630 for (part = src; part; part = part->more) 2332 for (part = src; part; part = part->more)
2631 { 2333 {
2632 tmp = get_object (); 2334 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2335 tmp->x -= src->x;
2635 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2636 if (!part->head) 2338 if (!part->head)
2637 { 2339 {
2638 dst = tmp; 2340 dst = tmp;
2639 tmp->head = NULL; 2341 tmp->head = 0;
2640 } 2342 }
2641 else 2343 else
2642 {
2643 tmp->head = dst; 2344 tmp->head = dst;
2644 } 2345
2645 tmp->more = NULL; 2346 tmp->more = 0;
2347
2646 if (prev) 2348 if (prev)
2647 prev->more = tmp; 2349 prev->more = tmp;
2350
2648 prev = tmp; 2351 prev = tmp;
2649 } 2352 }
2650 2353
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2354 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2356
2657 return dst; 2357 return dst;
2658} 2358}
2659 2359
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2366object *
2682load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2683{ 2368{
2684 object * 2369 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2688 2371
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2373
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2374 FILE *tempfile = fopen (filename, "w");
2693 2375
2694 if (tempfile == NULL) 2376 if (tempfile == NULL)
2695 { 2377 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2379 return NULL;
2698 } 2380 }
2699 2381
2700 fprintf (tempfile, obstr); 2382 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2383 fclose (tempfile);
2702 2384
2703 op = get_object (); 2385 op = object::create ();
2704 2386
2705 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2706 2388
2707 if (thawer) 2389 if (thawer)
2708 load_object (thawer, op, 0); 2390 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2400 * returns NULL if no match.
2719 */ 2401 */
2720object * 2402object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2404{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2407 return tmp;
2729 2408
2730 return NULL; 2409 return 0;
2731} 2410}
2732 2411
2733/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2413 * otherwise return NULL.
2735 * 2414 *
2737 * do the desired thing. 2416 * do the desired thing.
2738 */ 2417 */
2739key_value * 2418key_value *
2740get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2741{ 2420{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2422 if (link->key == key)
2748 {
2749 return link; 2423 return link;
2750 }
2751 }
2752 2424
2753 return NULL; 2425 return 0;
2754} 2426}
2755 2427
2756/* 2428/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2430 *
2798 * Returns TRUE on success. 2470 * Returns TRUE on success.
2799 */ 2471 */
2800int 2472int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2474{
2803 key_value *
2804 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2805 2476
2806 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2478 {
2808 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2809 { 2480 {
2837 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2838 2509
2839 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2840 2511
2841 if (!add_key) 2512 if (!add_key)
2842 {
2843 return FALSE; 2513 return FALSE;
2844 } 2514
2845 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2849 * should pass in "" 2519 * should pass in ""
2898 } 2568 }
2899 else 2569 else
2900 item = item->env; 2570 item = item->env;
2901} 2571}
2902 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2903// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2904const char * 2603const char *
2905object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2906{ 2605{
2606 char flagdesc[512];
2907 char info2[256 * 3]; 2607 char info2[256 * 4];
2908 char *p = info; 2608 char *p = info;
2909 2609
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2611 count, uuid.seq,
2912 &name, 2612 &name,
2913 title ? " " : "", 2613 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2915 2616
2916 if (env) 2617 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2619
2919 if (map) 2620 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2622
2922 return info; 2623 return info;
2923} 2624}
2924 2625
2925const char * 2626const char *
2926object::debug_desc () const 2627object::debug_desc () const
2927{ 2628{
2928 static char info[256 * 3]; 2629 static char info[256 * 4];
2929 return debug_desc (info); 2630 return debug_desc (info);
2930} 2631}
2931 2632

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