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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 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 refcnt_inc ();
942 next = object::first; 683 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 684}
949 685
950void object::unlink () 686void object::unlink ()
951{ 687{
952 //count = 0;//D 688 objects.erase (this);
953 if (!prev && !next) return;//D 689 refcnt_dec ();
690}
954 691
955 if (this == object::first) 692void
956 object::first = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
957 698
958 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
959 if (prev) prev->next = next; 700 actives.insert (this);
960 if (next) next->prev = prev; 701}
961 702
962 prev = 0; 703void
963 next = 0; 704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
964} 795}
965 796
966object *object::create () 797object *object::create ()
967{ 798{
968 object *op = new object; 799 object *op = new object;
969 op->link (); 800 op->link ();
970 return op; 801 return op;
971} 802}
972 803
973/* 804void
974 * free_object() frees everything allocated by an object, removes 805object::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{ 806{
985 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
986 return; 817 return;
987 818
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 set_speed (0);
989 remove_friendly_object (this);
990 820
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 flag [FLAG_FREED] = 1;
992 remove_ob (this);
993 822
994 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
995 850
996 if (more) 851 if (more)
997 { 852 {
998 more->free (free_inventory); 853 more->destroy ();
999 more = 0; 854 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 } 855 }
1043 856
1044 // clear those pointers that likely might have circular references to us 857 // clear those pointers that likely might have circular references to us
1045 owner = 0; 858 owner = 0;
1046 enemy = 0; 859 enemy = 0;
1047 attacked_by = 0; 860 attacked_by = 0;
861}
1048 862
1049 /* Remove object from the active list */ 863void
1050 speed = 0; 864object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 865{
866 if (destroyed ())
867 return;
1052 868
1053 unlink (); 869 if (destroy_inventory)
870 destroy_inv (false);
1054 871
1055 mortals.push_back (this); 872 attachable::destroy ();
1056} 873}
1057 874
1058/* 875/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1061 */ 878 */
1062
1063void 879void
1064sub_weight (object *op, signed long weight) 880sub_weight (object *op, signed long weight)
1065{ 881{
1066 while (op != NULL) 882 while (op != NULL)
1067 { 883 {
1071 op->carrying -= weight; 887 op->carrying -= weight;
1072 op = op->env; 888 op = op->env;
1073 } 889 }
1074} 890}
1075 891
1076/* remove_ob(op): 892/* op->remove ():
1077 * This function removes the object op from the linked list of objects 893 * 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 894 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 897 * the previous environment.
1082 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1083 */ 899 */
1084
1085void 900void
1086remove_ob (object *op) 901object::remove ()
1087{ 902{
1088 object *tmp, *last = 0; 903 object *tmp, *last = 0;
1089 object *otmp; 904 object *otmp;
1090 905
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)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 907 return;
1099 908
1100 SET_FLAG (op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1101 911
1102 if (op->more != NULL) 912 if (more)
1103 remove_ob (op->more); 913 more->remove ();
1104 914
1105 /* 915 /*
1106 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1107 * inventory. 917 * inventory.
1108 */ 918 */
1109 if (op->env != NULL) 919 if (env)
1110 { 920 {
1111 if (op->nrof) 921 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 922 sub_weight (env, weight * nrof);
1113 else 923 else
1114 sub_weight (op->env, op->weight + op->carrying); 924 sub_weight (env, weight + carrying);
1115 925
1116 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 928 * to save cpu time.
1119 */ 929 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 931 otmp->update_stats ();
1122 932
1123 if (op->above != NULL) 933 if (above)
1124 op->above->below = op->below; 934 above->below = below;
1125 else 935 else
1126 op->env->inv = op->below; 936 env->inv = below;
1127 937
1128 if (op->below != NULL) 938 if (below)
1129 op->below->above = op->above; 939 below->above = above;
1130 940
1131 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1134 */ 944 */
1135 op->x = op->env->x, op->y = op->env->y; 945 x = env->x, y = env->y;
1136 op->map = op->env->map; 946 map = env->map;
1137 op->above = NULL, op->below = NULL; 947 above = 0, below = 0;
1138 op->env = NULL; 948 env = 0;
1139 } 949 }
1140 else if (op->map) 950 else if (map)
1141 { 951 {
1142 x = op->x; 952 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 } 953 {
1156 954 --map->players;
1157 if (op->map != m) 955 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 */ 956 }
957
958 map->dirty = true;
1164 959
1165 /* link the object above us */ 960 /* link the object above us */
1166 if (op->above) 961 if (above)
1167 op->above->below = op->below; 962 above->below = below;
1168 else 963 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1170 965
1171 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1172 if (op->below) 967 if (below)
1173 op->below->above = op->above; 968 below->above = above;
1174 else 969 else
1175 { 970 {
1176 /* Nothing below, which means we need to relink map object for this space 971 /* 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 972 * use translated coordinates in case some oddness with map tiling is
1178 * evident 973 * evident
1179 */ 974 */
1180 if (GET_MAP_OB (m, x, y) != op) 975 if (GET_MAP_OB (map, x, y) != this)
1181 { 976 {
1182 dump_object (op); 977 char *dump = dump_object (this);
1183 LOG (llevError, 978 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); 979 "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);
980 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 982 LOG (llevError, "%s\n", dump);
983 free (dump);
1187 } 984 }
1188 985
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1190 } 987 }
1191 988
1192 op->above = 0; 989 above = 0;
1193 op->below = 0; 990 below = 0;
1194 991
1195 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1196 return; 993 return;
1197 994
1198 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 996
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 998 {
1203 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1204 * being removed. 1000 * being removed.
1205 */ 1001 */
1206 1002
1207 if (tmp->type == PLAYER && tmp != op) 1003 if (tmp->type == PLAYER && tmp != this)
1208 { 1004 {
1209 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1211 * appropriately. 1007 * appropriately.
1212 */ 1008 */
1213 if (tmp->container == op) 1009 if (tmp->container == this)
1214 { 1010 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1012 tmp->container = 0;
1217 } 1013 }
1218 1014
1219 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1220 } 1017 }
1221 1018
1222 /* See if player moving off should effect something */ 1019 /* 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)) 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1023 {
1225 move_apply (tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1226 1025
1227 if (was_destroyed (op, tag)) 1026 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1028 }
1232 1029
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1236 tmp->above = NULL; 1033 tmp->above = 0;
1237 1034
1238 last = tmp; 1035 last = tmp;
1239 } 1036 }
1240 1037
1241 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1040 if (!last)
1243 { 1041 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 1042 else
1253 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1254 1044
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1257 } 1047 }
1258} 1048}
1259 1049
1260/* 1050/*
1261 * merge_ob(op,top): 1051 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1270{ 1060{
1271 if (!op->nrof) 1061 if (!op->nrof)
1272 return 0; 1062 return 0;
1273 1063
1274 if (top == NULL) 1064 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1276 1067
1277 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1278 { 1069 {
1279 if (top == op) 1070 if (top == op)
1280 continue; 1071 continue;
1281 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1282 { 1074 {
1283 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1284 1076
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1079 op->destroy ();
1288 free_object (op);
1289 return top; 1080 return top;
1290 } 1081 }
1291 } 1082 }
1292 1083
1293 return 0; 1084 return 0;
1296/* 1087/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1299 */ 1090 */
1300object * 1091object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1093{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1095 {
1310 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1312 } 1098 }
1313 1099
1332 * Return value: 1118 * Return value:
1333 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1121 * just 'op' otherwise
1336 */ 1122 */
1337
1338object * 1123object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1125{
1341 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1127 sint16 x, y;
1343 1128
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1130 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1132 return NULL;
1348 } 1133 }
1349 1134
1350 if (m == NULL) 1135 if (!m)
1351 { 1136 {
1352 dump_object (op); 1137 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1354 return op; 1140 return op;
1355 } 1141 }
1356 1142
1357 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1358 { 1144 {
1359 dump_object (op); 1145 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1147#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1148 /* 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 1149 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1150 * improperly inserted.
1365 */ 1151 */
1366 abort (); 1152 abort ();
1367#endif 1153#endif
1154 free (dump);
1368 return op; 1155 return op;
1369 } 1156 }
1370 1157
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1159 {
1373 dump_object (op); 1160 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1375 return op; 1163 return op;
1376 } 1164 }
1377 1165
1378 if (op->more != NULL) 1166 if (op->more)
1379 { 1167 {
1380 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1381 1169
1382 object *more = op->more; 1170 object *more = op->more;
1383 1171
1384 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1385 * we set the map, that doesn't work if the location is within 1173 * 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 1174 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1388 */ 1176 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map) 1179 else if (!more->map)
1392 { 1180 {
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1188 {
1401 if (!op->head) 1189 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1191
1404 return NULL; 1192 return 0;
1405 } 1193 }
1406 } 1194 }
1407 1195
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1197
1416 y = op->y; 1204 y = op->y;
1417 1205
1418 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1419 */ 1207 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1423 { 1211 {
1424 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1213 tmp->destroy ();
1426 free_object (tmp);
1427 } 1214 }
1428 1215
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1218
1444 op->below = originator->below; 1231 op->below = originator->below;
1445 1232
1446 if (op->below) 1233 if (op->below)
1447 op->below->above = op; 1234 op->below->above = op;
1448 else 1235 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1450 1237
1451 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1452 originator->below = op; 1239 originator->below = op;
1453 } 1240 }
1454 else 1241 else
1455 { 1242 {
1456 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1245 {
1459 object *last = NULL; 1246 object *last = 0;
1460 1247
1461 /* 1248 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1251 * 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 1255 * 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 1256 * 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 1257 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1472 */ 1259 */
1473
1474 while (top != NULL) 1260 while (top)
1475 { 1261 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1263 floor = top;
1478 1264
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 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 1286 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1288 * stacking is a bit odd.
1503 */ 1289 */
1504 if (!(flag & INS_ON_TOP) && 1290 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)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1292 {
1507 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1295 break;
1510 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1319
1534 if (op->above) 1320 if (op->above)
1535 op->above->below = op; 1321 op->above->below = op;
1536 1322
1537 op->below = NULL; 1323 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1539 } 1325 }
1540 else 1326 else
1541 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1542 op->above = top->above; 1328 op->above = top->above;
1543 1329
1546 1332
1547 op->below = top; 1333 op->below = top;
1548 top->above = op; 1334 top->above = op;
1549 } 1335 }
1550 1336
1551 if (op->above == NULL) 1337 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1554 1340
1555 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1556 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1557 1349
1558 /* If we have a floor, we know the player, if any, will be above 1350 /* 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. 1351 * it, so save a few ticks and start from there.
1560 */ 1352 */
1561 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1356 pl->contr->ns->floorbox_update ();
1565 1357
1566 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1359 * 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 1360 * 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 1361 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1365 * of effect may be sufficient.
1574 */ 1366 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1577 1369
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1580 1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1581 /* Don't know if moving this to the end will break anything. However, 1375 /* 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. 1376 * we want to have floorbox_update called before calling this.
1583 * 1377 *
1584 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1381 * update_object().
1589 1383
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* 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) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1386 {
1593 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1594 return NULL; 1388 return 0;
1595 1389
1596 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1391 * walk on's.
1598 */ 1392 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1601 return NULL; 1395 return 0;
1602 } 1396 }
1603 1397
1604 return op; 1398 return op;
1605} 1399}
1606 1400
1607/* this function inserts an object in the map, but if it 1401/* 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. 1402 * 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. 1403 * op is the object to insert it under: supplies x and the map.
1610 */ 1404 */
1611void 1405void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1407{
1614 object * 1408 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1409
1619 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1620 1411
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1414 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1415
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1417
1632 tmp1->x = op->x; 1418 tmp1->x = op->x;
1633 tmp1->y = op->y; 1419 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1427}
1636 1428
1637/* 1429/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * 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 1431 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1434 * global static errmsg array.
1643 */ 1435 */
1644
1645object * 1436object *
1646get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1647{ 1438{
1648 object * 1439 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1441
1653 if (orig_ob->nrof < nr) 1442 if (orig_ob->nrof < nr)
1654 { 1443 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1445 return NULL;
1657 } 1446 }
1658 1447
1659 newob = object_create_clone (orig_ob); 1448 newob = object_create_clone (orig_ob);
1660 1449
1661 if ((orig_ob->nrof -= nr) < 1) 1450 if ((orig_ob->nrof -= nr) < 1)
1662 { 1451 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) 1452 else if (!is_removed)
1668 { 1453 {
1669 if (orig_ob->env != NULL) 1454 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1476
1692object * 1477object *
1693decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1694{ 1479{
1695 object *tmp; 1480 object *tmp;
1696 player *pl;
1697 1481
1698 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1483 return op;
1700 1484
1701 if (i > op->nrof) 1485 if (i > op->nrof)
1702 i = op->nrof; 1486 i = op->nrof;
1703 1487
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1489 op->nrof -= i;
1706 else if (op->env != NULL) 1490 else if (op->env)
1707 { 1491 {
1708 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1709 * therein? 1493 * therein?
1710 */ 1494 */
1711 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1500 * and then searching the map for a player.
1717 */ 1501 */
1718 if (!tmp) 1502 if (!tmp)
1719 { 1503 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1722 break; 1507 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1508 }
1728 1509
1729 if (i < op->nrof) 1510 if (i < op->nrof)
1730 { 1511 {
1731 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1513 op->nrof -= i;
1733 if (tmp) 1514 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1736 }
1737 } 1516 }
1738 else 1517 else
1739 { 1518 {
1740 remove_ob (op); 1519 op->remove ();
1741 op->nrof = 0; 1520 op->nrof = 0;
1742 if (tmp) 1521 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1523 }
1747 } 1524 }
1748 else 1525 else
1749 { 1526 {
1750 object *above = op->above; 1527 object *above = op->above;
1751 1528
1752 if (i < op->nrof) 1529 if (i < op->nrof)
1753 op->nrof -= i; 1530 op->nrof -= i;
1754 else 1531 else
1755 { 1532 {
1756 remove_ob (op); 1533 op->remove ();
1757 op->nrof = 0; 1534 op->nrof = 0;
1758 } 1535 }
1759 1536
1760 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1763 { 1540 {
1764 if (op->nrof) 1541 if (op->nrof)
1765 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1766 else 1543 else
1770 1547
1771 if (op->nrof) 1548 if (op->nrof)
1772 return op; 1549 return op;
1773 else 1550 else
1774 { 1551 {
1775 free_object (op); 1552 op->destroy ();
1776 return NULL; 1553 return 0;
1777 } 1554 }
1778} 1555}
1779 1556
1780/* 1557/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1570 op->carrying += weight;
1794 op = op->env; 1571 op = op->env;
1795 } 1572 }
1796} 1573}
1797 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1798/* 1595/*
1799 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1800 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1801 * inside the object environment. 1598 * inside the object environment.
1802 * 1599 *
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 1600 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1810 */ 1602 */
1811 1603
1812object * 1604object *
1813insert_ob_in_ob (object *op, object *where) 1605object::insert (object *op)
1814{ 1606{
1815 object * 1607 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1608
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1610 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 1611
1839 if (op->more) 1612 if (op->more)
1840 { 1613 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1615 return op;
1844 1617
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1620 if (op->nrof)
1848 { 1621 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1851 { 1624 {
1852 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1626 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1857 */ 1630 */
1858 add_weight (where, op->weight * op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1861 op = tmp; 1634 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1637 break;
1865 } 1638 }
1866 1639
1867 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1642 * (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 1643 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1644 * the linking below
1872 */ 1645 */
1873 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1874 } 1647 }
1875 else 1648 else
1876 add_weight (where, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1877 1650
1878 otmp = is_player_inv (where); 1651 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1652 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1654 otmp->update_stats ();
1883 }
1884 1655
1885 op->map = NULL; 1656 op->map = 0;
1886 op->env = where; 1657 op->env = this;
1887 op->above = NULL; 1658 op->above = 0;
1888 op->below = NULL; 1659 op->below = 0;
1889 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1890 1661
1891 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1663 if ((op->glow_radius != 0) && map)
1893 { 1664 {
1894#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1668 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1669 update_all_los (map, x, y);
1899 } 1670 }
1900 1671
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1673 * It sure simplifies this function...
1903 */ 1674 */
1904 if (where->inv == NULL) 1675 if (!inv)
1905 where->inv = op; 1676 inv = op;
1906 else 1677 else
1907 { 1678 {
1908 op->below = where->inv; 1679 op->below = inv;
1909 op->below->above = op; 1680 op->below->above = op;
1910 where->inv = op; 1681 inv = op;
1911 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1912 return op; 1686 return op;
1913} 1687}
1914 1688
1915/* 1689/*
1916 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1930 * 1704 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * 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 1706 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1707 * on top.
1934 */ 1708 */
1935
1936int 1709int
1937check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1938{ 1711{
1939 object * 1712 object *tmp;
1940 tmp; 1713 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1947 1715
1948 MoveType 1716 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1717
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1719 return 0;
1955
1956 tag = op->count;
1957 1720
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 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); 1722 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); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1724
1977 1740
1978 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1980 */ 1743 */
1981 1744
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1746 {
1984 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1749 * we don't need to check all of them.
1987 */ 1750 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 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)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1787 {
2025 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
2026 1789
2027 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
2028 return 1; 1791 return 1;
2029 1792
2030 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2042/* 1805/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2046 */ 1809 */
2047
2048object * 1810object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1812{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2055 { 1814 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1816 return NULL;
2058 } 1817 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1820 if (tmp->arch == at)
2061 return tmp; 1821 return tmp;
1822
2062 return NULL; 1823 return NULL;
2063} 1824}
2064 1825
2065/* 1826/*
2066 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2069 */ 1830 */
2070
2071object * 1831object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2073{ 1833{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2078 { 1835 {
2079 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1837 return NULL;
2081 } 1838 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1841 if (tmp->type == type)
2084 return tmp; 1842 return tmp;
1843
2085 return NULL; 1844 return NULL;
2086} 1845}
2087 1846
2088/* 1847/*
2089 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2092 */ 1851 */
2093
2094object * 1852object *
2095present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2096{ 1854{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1856 if (tmp->type == type)
2102 return tmp; 1857 return tmp;
1858
2103 return NULL; 1859 return NULL;
2104} 1860}
2105 1861
2106/* 1862/*
2107 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1871 * 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 1872 * 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 1873 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1874 * to be unique.
2119 */ 1875 */
2120
2121object * 1876object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1878{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1881 return tmp;
2131 } 1882
2132 return NULL; 1883 return 0;
2133} 1884}
2134 1885
2135/* 1886/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2139 */ 1890 */
2140
2141object * 1891object *
2142present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2143{ 1893{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1895 if (tmp->arch == at)
2149 return tmp; 1896 return tmp;
1897
2150 return NULL; 1898 return NULL;
2151} 1899}
2152 1900
2153/* 1901/*
2154 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2155 */ 1903 */
2156void 1904void
2157flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2158{ 1906{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1907 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1909 {
2165 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2167 } 1912 }
2168} /* 1913}
1914
1915/*
2169 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2170 */ 1917 */
2171void 1918void
2172unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2173{ 1920{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1921 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1923 {
2180 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2182 } 1926 }
2183} 1927}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1932 * 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. 1933 * him/her-self and all object carried by a call to this function.
2190 */ 1934 */
2191
2192void 1935void
2193set_cheat (object *op) 1936set_cheat (object *op)
2194{ 1937{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * 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 1959 * 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 1960 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1961 * customized, changed states, etc.
2219 */ 1962 */
2220
2221int 1963int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1965{
2224 int
2225 i,
2226 index = 0, flag; 1966 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2229 1968
2230 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2231 { 1970 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1972 if (!flag)
2234 altern[index++] = i; 1973 altern [index++] = i;
2235 1974
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* 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. 1976 * 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 - 1977 * 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 1978 * 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 1979 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2243 */ 1982 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 1984 stop = maxfree[i];
2246 } 1985 }
1986
2247 if (!index) 1987 if (!index)
2248 return -1; 1988 return -1;
1989
2249 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2250} 1991}
2251 1992
2252/* 1993/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 1996 * 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. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 1998 */
2258
2259int 1999int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2001{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2004 return i;
2269 } 2005
2270 return -1; 2006 return -1;
2271} 2007}
2272 2008
2273/* 2009/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2013 */
2277static void 2014static void
2278permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2279{ 2016{
2280 int 2017 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2018 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2019
2291 tmp = arr[i]; 2020 while (--end)
2292 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2022}
2296 2023
2297/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2025 * 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 2026 * 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. 2029 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2030 */
2304void 2031void
2305get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2306{ 2033{
2307 int 2034 int i;
2308 i;
2309 2035
2310 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2037 search_arr[i] = i;
2313 }
2314 2038
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2042}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * 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 2052 * 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 2053 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2054 * there is capable of.
2331 */ 2055 */
2332
2333int 2056int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2058{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2339 2060
2340 sint16 nx, ny; 2061 sint16 nx, ny;
2341 object * 2062 object *tmp;
2342 tmp; 2063 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2064
2346 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2347 2066
2348 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2349 { 2068 {
2361 mp = m; 2080 mp = m;
2362 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2364 2083
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2366 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2087 max = maxfree[i];
2369 }
2370 else 2088 else
2371 { 2089 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2373 2093
2374 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2095 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2379 { 2097 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2099 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))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2101 break;
2385 } 2102
2386 }
2387 if (tmp) 2103 if (tmp)
2388 {
2389 return freedir[i]; 2104 return freedir[i];
2390 }
2391 } 2105 }
2392 } 2106 }
2393 } 2107 }
2108
2394 return 0; 2109 return 0;
2395} 2110}
2396 2111
2397/* 2112/*
2398 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2114 * distance between the two given objects.
2400 */ 2115 */
2401
2402int 2116int
2403distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2404{ 2118{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2120}
2411 2121
2412/* 2122/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * 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 2124 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2416 */ 2126 */
2417
2418int 2127int
2419find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2420{ 2129{
2421 int 2130 int q;
2422 q;
2423 2131
2424 if (y) 2132 if (y)
2425 q = x * 100 / y; 2133 q = x * 100 / y;
2426 else if (x) 2134 else if (x)
2427 q = -300 * x; 2135 q = -300 * x;
2462int 2170int
2463absdir (int d) 2171absdir (int d)
2464{ 2172{
2465 while (d < 1) 2173 while (d < 1)
2466 d += 8; 2174 d += 8;
2175
2467 while (d > 8) 2176 while (d > 8)
2468 d -= 8; 2177 d -= 8;
2178
2469 return d; 2179 return d;
2470} 2180}
2471 2181
2472/* 2182/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2185 */
2476 2186
2477int 2187int
2478dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2479{ 2189{
2480 int 2190 int d;
2481 d;
2482 2191
2483 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2484 if (d > 4) 2193 if (d > 4)
2485 d = 8 - d; 2194 d = 8 - d;
2195
2486 return d; 2196 return d;
2487} 2197}
2488 2198
2489/* peterm: 2199/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * 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 2203 * 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. 2204 * 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 2205 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2206 * functions.
2497 */ 2207 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2263 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2557 */ 2265 */
2558
2559
2560int 2266int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2268{
2563 sint16 dx, dy; 2269 sint16 dx, dy;
2564 int
2565 mflags; 2270 int mflags;
2566 2271
2567 if (dir < 0) 2272 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2569 2274
2570 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2583 return 0; 2288 return 0;
2584 2289
2585 /* yes, can see. */ 2290 /* yes, can see. */
2586 if (dir < 9) 2291 if (dir < 9)
2587 return 1; 2292 return 1;
2293
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 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]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2297}
2591
2592
2593 2298
2594/* 2299/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2300 * 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 2301 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (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)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2316}
2612 2317
2613
2614/* 2318/*
2615 * create clone from object to another 2319 * create clone from object to another
2616 */ 2320 */
2617object * 2321object *
2618object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2619{ 2323{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2325
2623 if (!asrc) 2326 if (!asrc)
2624 return NULL; 2327 return 0;
2328
2625 src = asrc; 2329 src = asrc;
2626 if (src->head) 2330 if (src->head)
2627 src = src->head; 2331 src = src->head;
2628 2332
2629 prev = NULL; 2333 prev = 0;
2630 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2631 { 2335 {
2632 tmp = get_object (); 2336 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2337 tmp->x -= src->x;
2635 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2636 if (!part->head) 2340 if (!part->head)
2637 { 2341 {
2638 dst = tmp; 2342 dst = tmp;
2639 tmp->head = NULL; 2343 tmp->head = 0;
2640 } 2344 }
2641 else 2345 else
2642 {
2643 tmp->head = dst; 2346 tmp->head = dst;
2644 } 2347
2645 tmp->more = NULL; 2348 tmp->more = 0;
2349
2646 if (prev) 2350 if (prev)
2647 prev->more = tmp; 2351 prev->more = tmp;
2352
2648 prev = tmp; 2353 prev = tmp;
2649 } 2354 }
2650 2355
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2358
2657 return dst; 2359 return dst;
2658} 2360}
2659 2361
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. */ 2362/* 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 */ 2363/* 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, */ 2364/* 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. */ 2365/* 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. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2368object *
2682load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2683{ 2370{
2684 object * 2371 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2688 2373
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2375
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2376 FILE *tempfile = fopen (filename, "w");
2693 2377
2694 if (tempfile == NULL) 2378 if (tempfile == NULL)
2695 { 2379 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2381 return NULL;
2698 } 2382 }
2699 2383
2700 fprintf (tempfile, obstr); 2384 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2385 fclose (tempfile);
2702 2386
2703 op = get_object (); 2387 op = object::create ();
2704 2388
2705 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2706 2390
2707 if (thawer) 2391 if (thawer)
2708 load_object (thawer, op, 0); 2392 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2402 * returns NULL if no match.
2719 */ 2403 */
2720object * 2404object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2406{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2409 return tmp;
2729 2410
2730 return NULL; 2411 return 0;
2731} 2412}
2732 2413
2733/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2415 * otherwise return NULL.
2735 * 2416 *
2737 * do the desired thing. 2418 * do the desired thing.
2738 */ 2419 */
2739key_value * 2420key_value *
2740get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2741{ 2422{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2424 if (link->key == key)
2748 {
2749 return link; 2425 return link;
2750 }
2751 }
2752 2426
2753 return NULL; 2427 return 0;
2754} 2428}
2755 2429
2756/* 2430/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2432 *
2798 * Returns TRUE on success. 2472 * Returns TRUE on success.
2799 */ 2473 */
2800int 2474int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2476{
2803 key_value *
2804 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2805 2478
2806 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2480 {
2808 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2809 { 2482 {
2837 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2838 2511
2839 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2840 2513
2841 if (!add_key) 2514 if (!add_key)
2842 {
2843 return FALSE; 2515 return FALSE;
2844 } 2516
2845 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2849 * should pass in "" 2521 * should pass in ""
2898 } 2570 }
2899 else 2571 else
2900 item = item->env; 2572 item = item->env;
2901} 2573}
2902 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2903// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2904const char * 2605const char *
2905object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2906{ 2607{
2608 char flagdesc[512];
2907 char info2[256 * 3]; 2609 char info2[256 * 4];
2908 char *p = info; 2610 char *p = info;
2909 2611
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2613 count, uuid.seq,
2912 &name, 2614 &name,
2913 title ? " " : "", 2615 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2915 2618
2916 if (env) 2619 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2621
2919 if (map) 2622 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2624
2922 return info; 2625 return info;
2923} 2626}
2924 2627
2925const char * 2628const char *
2926object::debug_desc () const 2629object::debug_desc () const
2927{ 2630{
2928 static char info[256 * 3]; 2631 static char info[256 * 4];
2929 return debug_desc (info); 2632 return debug_desc (info);
2930} 2633}
2931 2634

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