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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 1.114 by root, Sun Jan 14 22:06:05 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 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 401 if (op->count == i)
489 break;
490 return op; 402 return op;
403
404 return 0;
491} 405}
492 406
493/* 407/*
494 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
497 */ 411 */
498
499object * 412object *
500find_object_name (const char *str) 413find_object_name (const char *str)
501{ 414{
502 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
503 object *op; 416 object *op;
504 417
505 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
506 if (op->name == str_) 419 if (op->name == str_)
507 break; 420 break;
508 421
509 return op; 422 return op;
510} 423}
553 } 466 }
554 467
555 op->key_values = 0; 468 op->key_values = 0;
556} 469}
557 470
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/* 471/*
610 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 477 * will point at garbage.
616 */ 478 */
617void 479void
618copy_object (object *op2, object *op) 480object::copy_to (object *dst)
619{ 481{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
622 484
623 op2->clone (op); 485 *(object_copy *)dst = *this;
624 486
625 if (is_freed) 487 if (is_freed)
626 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
627 if (is_removed) 490 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
629 492
630 if (op2->speed < 0) 493 if (speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
632 495
633 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
634 if (op2->key_values) 497 if (key_values)
635 { 498 {
636 key_value *tail = 0; 499 key_value *tail = 0;
637 key_value *i; 500 key_value *i;
638 501
639 op->key_values = 0; 502 dst->key_values = 0;
640 503
641 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
642 { 505 {
643 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
644 507
645 new_link->next = 0; 508 new_link->next = 0;
646 new_link->key = i->key; 509 new_link->key = i->key;
647 new_link->value = i->value; 510 new_link->value = i->value;
648 511
649 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
650 if (!op->key_values) 513 if (!dst->key_values)
651 { 514 {
652 op->key_values = new_link; 515 dst->key_values = new_link;
653 tail = new_link; 516 tail = new_link;
654 } 517 }
655 else 518 else
656 { 519 {
657 tail->next = new_link; 520 tail->next = new_link;
658 tail = new_link; 521 tail = new_link;
659 } 522 }
660 } 523 }
661 } 524 }
662 525
663 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
664} 535}
665 536
666/* 537/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
670 */ 541 */
671
672void 542void
673update_turn_face (object *op) 543update_turn_face (object *op)
674{ 544{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 546 return;
547
677 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
679} 550}
680 551
681/* 552/*
682 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
685 */ 556 */
686void 557void
687update_ob_speed (object *op) 558object::set_speed (float speed)
688{ 559{
689 extern int arch_init; 560 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 { 561 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 563 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 564 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 565
714 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 567
718 if (op->active_next != NULL) 568 if (has_active_speed ())
719 op->active_next->active_prev = op; 569 activate ();
720
721 active_objects = op;
722 }
723 else 570 else
724 { 571 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} 572}
748 573
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/* 574/*
781 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 578 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
788 * 582 *
789 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
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: 584 * current action are:
795 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
800 */ 590 */
801
802void 591void
803update_object (object *op, int action) 592update_object (object *op, int action)
804{ 593{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
807 595
808 if (op == NULL) 596 if (op == NULL)
809 { 597 {
810 /* this should never happen */ 598 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 600 return;
813 } 601 }
814 602
815 if (op->env != NULL) 603 if (op->env)
816 { 604 {
817 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
818 * to do in this case. 606 * to do in this case.
819 */ 607 */
820 return; 608 return;
825 */ 613 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 615 return;
828 616
829 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 619 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 621#ifdef MANY_CORES
834 abort (); 622 abort ();
835#endif 623#endif
836 return; 624 return;
837 } 625 }
838 626
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
845 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
846 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
847 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 644 * to have move_allow right now.
871 */ 645 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 648 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 649 }
878 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 652 * that is being removed.
881 */ 653 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 655 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
886 else 658 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 660
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) 661 if (op->more)
896 update_object (op->more, action); 662 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *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} 663}
922 664
923object::object () 665object::object ()
924{ 666{
925 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
931object::~object () 673object::~object ()
932{ 674{
933 free_key_values (this); 675 free_key_values (this);
934} 676}
935 677
678static int object_count;
679
936void object::link () 680void object::link ()
937{ 681{
938 count = ++ob_count; 682 assert (!index);//D
939 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
940 685
941 prev = 0; 686 refcnt_inc ();
942 next = object::first; 687 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 688}
949 689
950void object::unlink () 690void object::unlink ()
951{ 691{
952 //count = 0;//D 692 assert (index);//D
953 if (!prev && !next) return;//D 693 objects.erase (this);
694 refcnt_dec ();
695}
954 696
955 if (this == object::first) 697void
956 object::first = next; 698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
957 703
958 /* Remove this object from the list of used objects */ 704 if (has_active_speed ())
959 if (prev) prev->next = next; 705 actives.insert (this);
960 if (next) next->prev = prev; 706}
961 707
962 prev = 0; 708void
963 next = 0; 709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
964} 801}
965 802
966object *object::create () 803object *object::create ()
967{ 804{
968 object *op = new object; 805 object *op = new object;
969 op->link (); 806 op->link ();
970 return op; 807 return op;
971} 808}
972 809
973/* 810void
974 * free_object() frees everything allocated by an object, removes 811object::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{ 812{
985 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
986 return;
987 814
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
989 remove_friendly_object (this); 819 remove_friendly_object (this);
990 820
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
992 remove_ob (this); 822 remove ();
993 823
994 SET_FLAG (this, FLAG_FREED); 824 destroy_inv (true);
825
826 deactivate ();
827 unlink ();
828
829 flag [FLAG_FREED] = 1;
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
995 853
996 if (more) 854 if (more)
997 { 855 {
998 more->free (free_inventory); 856 more->destroy ();
999 more = 0; 857 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 } 858 }
1043 859
1044 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
1045 owner = 0; 861 owner = 0;
1046 enemy = 0; 862 enemy = 0;
1047 attacked_by = 0; 863 attacked_by = 0;
864}
1048 865
1049 /* Remove object from the active list */ 866void
1050 speed = 0; 867object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1052 871
1053 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1054 874
1055 mortals.push_back (this); 875 attachable::destroy ();
1056} 876}
1057 877
1058/* 878/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1061 */ 881 */
1062
1063void 882void
1064sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1065{ 884{
1066 while (op != NULL) 885 while (op != NULL)
1067 { 886 {
1071 op->carrying -= weight; 890 op->carrying -= weight;
1072 op = op->env; 891 op = op->env;
1073 } 892 }
1074} 893}
1075 894
1076/* remove_ob(op): 895/* op->remove ():
1077 * This function removes the object op from the linked list of objects 896 * 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 897 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 900 * the previous environment.
1082 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1083 */ 902 */
1084
1085void 903void
1086remove_ob (object *op) 904object::remove ()
1087{ 905{
1088 object *tmp, *last = 0; 906 object *tmp, *last = 0;
1089 object *otmp; 907 object *otmp;
1090 908
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)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 910 return;
1099 911
1100 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1101 914
1102 if (op->more != NULL) 915 if (more)
1103 remove_ob (op->more); 916 more->remove ();
1104 917
1105 /* 918 /*
1106 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1107 * inventory. 920 * inventory.
1108 */ 921 */
1109 if (op->env != NULL) 922 if (env)
1110 { 923 {
1111 if (op->nrof) 924 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1113 else 926 else
1114 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1115 928
1116 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 931 * to save cpu time.
1119 */ 932 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 934 otmp->update_stats ();
1122 935
1123 if (op->above != NULL) 936 if (above)
1124 op->above->below = op->below; 937 above->below = below;
1125 else 938 else
1126 op->env->inv = op->below; 939 env->inv = below;
1127 940
1128 if (op->below != NULL) 941 if (below)
1129 op->below->above = op->above; 942 below->above = above;
1130 943
1131 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1134 */ 947 */
1135 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1136 op->map = op->env->map; 949 map = env->map;
1137 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1138 op->env = NULL; 951 env = 0;
1139 } 952 }
1140 else if (op->map) 953 else if (map)
1141 { 954 {
1142 x = op->x; 955 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 } 956 {
1156 957 --map->players;
1157 if (op->map != m) 958 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 */ 959 }
960
961 map->dirty = true;
1164 962
1165 /* link the object above us */ 963 /* link the object above us */
1166 if (op->above) 964 if (above)
1167 op->above->below = op->below; 965 above->below = below;
1168 else 966 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1170 968
1171 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1172 if (op->below) 970 if (below)
1173 op->below->above = op->above; 971 below->above = above;
1174 else 972 else
1175 { 973 {
1176 /* Nothing below, which means we need to relink map object for this space 974 /* 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 975 * use translated coordinates in case some oddness with map tiling is
1178 * evident 976 * evident
1179 */ 977 */
1180 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1181 { 979 {
1182 dump_object (op); 980 char *dump = dump_object (this);
1183 LOG (llevError, 981 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); 982 "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);
983 free (dump);
1185 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1186 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1187 } 987 }
1188 988
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1190 } 990 }
1191 991
1192 op->above = 0; 992 above = 0;
1193 op->below = 0; 993 below = 0;
1194 994
1195 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1196 return; 996 return;
1197 997
1198 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 999
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1202 { 1001 {
1203 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1204 * being removed. 1003 * being removed.
1205 */ 1004 */
1206 1005
1207 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1208 { 1007 {
1209 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1211 * appropriately. 1010 * appropriately.
1212 */ 1011 */
1213 if (tmp->container == op) 1012 if (tmp->container == this)
1214 { 1013 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1015 tmp->container = 0;
1217 } 1016 }
1218 1017
1219 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1220 } 1020 }
1221 1021
1222 /* See if player moving off should effect something */ 1022 /* 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)) 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1026 {
1225 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1226 1028
1227 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1031 }
1232 1032
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1236 tmp->above = NULL; 1036 tmp->above = 0;
1237 1037
1238 last = tmp; 1038 last = tmp;
1239 } 1039 }
1240 1040
1241 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1043 if (!last)
1243 { 1044 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 1045 else
1253 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1254 1047
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1257 } 1050 }
1258} 1051}
1259 1052
1260/* 1053/*
1261 * merge_ob(op,top): 1054 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1270{ 1063{
1271 if (!op->nrof) 1064 if (!op->nrof)
1272 return 0; 1065 return 0;
1273 1066
1274 if (top == NULL) 1067 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1276 1070
1277 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1278 { 1072 {
1279 if (top == op) 1073 if (top == op)
1280 continue; 1074 continue;
1281 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1282 { 1077 {
1283 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1284 1079
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1082 op->destroy ();
1288 free_object (op);
1289 return top; 1083 return top;
1290 } 1084 }
1291 } 1085 }
1292 1086
1293 return 0; 1087 return 0;
1296/* 1090/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1299 */ 1093 */
1300object * 1094object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1096{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1098 {
1310 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1312 } 1101 }
1313 1102
1332 * Return value: 1121 * Return value:
1333 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1124 * just 'op' otherwise
1336 */ 1125 */
1337
1338object * 1126object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1128{
1341 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1342 sint16 x, y; 1130 sint16 x, y;
1343 1131
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1345 { 1133 {
1346 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL; 1135 return NULL;
1348 } 1136 }
1349 1137
1350 if (m == NULL) 1138 if (!m)
1351 { 1139 {
1352 dump_object (op); 1140 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1354 return op; 1143 return op;
1355 } 1144 }
1356 1145
1357 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1358 { 1147 {
1359 dump_object (op); 1148 char *dump = dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1361#ifdef MANY_CORES 1150#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1151 /* 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 1152 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1153 * improperly inserted.
1365 */ 1154 */
1366 abort (); 1155 abort ();
1367#endif 1156#endif
1157 free (dump);
1368 return op; 1158 return op;
1369 } 1159 }
1370 1160
1371 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 { 1162 {
1373 dump_object (op); 1163 char *dump = dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1375 return op; 1166 return op;
1376 } 1167 }
1377 1168
1378 if (op->more != NULL) 1169 if (op->more)
1379 { 1170 {
1380 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1381 1172
1382 object *more = op->more; 1173 object *more = op->more;
1383 1174
1384 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1385 * we set the map, that doesn't work if the location is within 1176 * 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 1177 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1388 */ 1179 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map) 1182 else if (!more->map)
1392 { 1183 {
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 { 1191 {
1401 if (!op->head) 1192 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1194
1404 return NULL; 1195 return 0;
1405 } 1196 }
1406 } 1197 }
1407 1198
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1200
1416 y = op->y; 1207 y = op->y;
1417 1208
1418 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1419 */ 1210 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1423 { 1214 {
1424 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1216 tmp->destroy ();
1426 free_object (tmp);
1427 } 1217 }
1428 1218
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1221
1444 op->below = originator->below; 1234 op->below = originator->below;
1445 1235
1446 if (op->below) 1236 if (op->below)
1447 op->below->above = op; 1237 op->below->above = op;
1448 else 1238 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1450 1240
1451 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1452 originator->below = op; 1242 originator->below = op;
1453 } 1243 }
1454 else 1244 else
1455 { 1245 {
1456 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 { 1248 {
1459 object *last = NULL; 1249 object *last = 0;
1460 1250
1461 /* 1251 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1254 * 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 1258 * 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 1259 * 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 1260 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1472 */ 1262 */
1473
1474 while (top != NULL) 1263 while (top)
1475 { 1264 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1266 floor = top;
1478 1267
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 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 1289 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1291 * stacking is a bit odd.
1503 */ 1292 */
1504 if (!(flag & INS_ON_TOP) && 1293 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)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 { 1295 {
1507 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1298 break;
1510 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 1322
1534 if (op->above) 1323 if (op->above)
1535 op->above->below = op; 1324 op->above->below = op;
1536 1325
1537 op->below = NULL; 1326 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1539 } 1328 }
1540 else 1329 else
1541 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1542 op->above = top->above; 1331 op->above = top->above;
1543 1332
1546 1335
1547 op->below = top; 1336 op->below = top;
1548 top->above = op; 1337 top->above = op;
1549 } 1338 }
1550 1339
1551 if (op->above == NULL) 1340 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1554 1343
1555 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1556 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1557 1352
1558 /* If we have a floor, we know the player, if any, will be above 1353 /* 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. 1354 * it, so save a few ticks and start from there.
1560 */ 1355 */
1561 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1563 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1565 1360
1566 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1362 * 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 1363 * 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 1364 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1368 * of effect may be sufficient.
1574 */ 1369 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1577 1372
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1580 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1581 /* Don't know if moving this to the end will break anything. However, 1378 /* 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. 1379 * we want to have floorbox_update called before calling this.
1583 * 1380 *
1584 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1384 * update_object().
1589 1386
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* 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) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1389 {
1593 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1594 return NULL; 1391 return 0;
1595 1392
1596 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1394 * walk on's.
1598 */ 1395 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1601 return NULL; 1398 return 0;
1602 } 1399 }
1603 1400
1604 return op; 1401 return op;
1605} 1402}
1606 1403
1607/* this function inserts an object in the map, but if it 1404/* 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. 1405 * 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. 1406 * op is the object to insert it under: supplies x and the map.
1610 */ 1407 */
1611void 1408void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1410{
1614 object * 1411 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1412
1619 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1620 1414
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1417 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1418
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1420
1632 tmp1->x = op->x; 1421 tmp1->x = op->x;
1633 tmp1->y = op->y; 1422 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1635} 1430}
1636 1431
1637/* 1432/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * 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 1434 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1437 * global static errmsg array.
1643 */ 1438 */
1644
1645object * 1439object *
1646get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1647{ 1441{
1648 object * 1442 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1444
1653 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1654 { 1446 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1448 return NULL;
1657 } 1449 }
1658 1450
1659 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1660 1452
1661 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1662 { 1454 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) 1455 else if (!is_removed)
1668 { 1456 {
1669 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 1479
1692object * 1480object *
1693decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1694{ 1482{
1695 object *tmp; 1483 object *tmp;
1696 player *pl;
1697 1484
1698 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1486 return op;
1700 1487
1701 if (i > op->nrof) 1488 if (i > op->nrof)
1702 i = op->nrof; 1489 i = op->nrof;
1703 1490
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1492 op->nrof -= i;
1706 else if (op->env != NULL) 1493 else if (op->env)
1707 { 1494 {
1708 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1709 * therein? 1496 * therein?
1710 */ 1497 */
1711 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1503 * and then searching the map for a player.
1717 */ 1504 */
1718 if (!tmp) 1505 if (!tmp)
1719 { 1506 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1722 break; 1510 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1511 }
1728 1512
1729 if (i < op->nrof) 1513 if (i < op->nrof)
1730 { 1514 {
1731 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1516 op->nrof -= i;
1733 if (tmp) 1517 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1736 }
1737 } 1519 }
1738 else 1520 else
1739 { 1521 {
1740 remove_ob (op); 1522 op->remove ();
1741 op->nrof = 0; 1523 op->nrof = 0;
1742 if (tmp) 1524 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1526 }
1747 } 1527 }
1748 else 1528 else
1749 { 1529 {
1750 object *above = op->above; 1530 object *above = op->above;
1751 1531
1752 if (i < op->nrof) 1532 if (i < op->nrof)
1753 op->nrof -= i; 1533 op->nrof -= i;
1754 else 1534 else
1755 { 1535 {
1756 remove_ob (op); 1536 op->remove ();
1757 op->nrof = 0; 1537 op->nrof = 0;
1758 } 1538 }
1759 1539
1760 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1763 { 1543 {
1764 if (op->nrof) 1544 if (op->nrof)
1765 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1766 else 1546 else
1770 1550
1771 if (op->nrof) 1551 if (op->nrof)
1772 return op; 1552 return op;
1773 else 1553 else
1774 { 1554 {
1775 free_object (op); 1555 op->destroy ();
1776 return NULL; 1556 return 0;
1777 } 1557 }
1778} 1558}
1779 1559
1780/* 1560/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1793 op->carrying += weight; 1573 op->carrying += weight;
1794 op = op->env; 1574 op = op->env;
1795 } 1575 }
1796} 1576}
1797 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1798/* 1598/*
1799 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1800 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1801 * inside the object environment. 1601 * inside the object environment.
1802 * 1602 *
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 1603 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1810 */ 1605 */
1811 1606
1812object * 1607object *
1813insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1814{ 1609{
1815 object * 1610 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1611
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1613 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 1614
1839 if (op->more) 1615 if (op->more)
1840 { 1616 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1618 return op;
1844 1620
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1623 if (op->nrof)
1848 { 1624 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1851 { 1627 {
1852 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1629 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1857 */ 1633 */
1858 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1861 op = tmp; 1637 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1640 break;
1865 } 1641 }
1866 1642
1867 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1645 * (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 1646 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1647 * the linking below
1872 */ 1648 */
1873 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1874 } 1650 }
1875 else 1651 else
1876 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1877 1653
1878 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1657 otmp->update_stats ();
1883 }
1884 1658
1885 op->map = NULL; 1659 op->map = 0;
1886 op->env = where; 1660 op->env = this;
1887 op->above = NULL; 1661 op->above = 0;
1888 op->below = NULL; 1662 op->below = 0;
1889 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1890 1664
1891 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1893 { 1667 {
1894#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1899 } 1673 }
1900 1674
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1676 * It sure simplifies this function...
1903 */ 1677 */
1904 if (where->inv == NULL) 1678 if (!inv)
1905 where->inv = op; 1679 inv = op;
1906 else 1680 else
1907 { 1681 {
1908 op->below = where->inv; 1682 op->below = inv;
1909 op->below->above = op; 1683 op->below->above = op;
1910 where->inv = op; 1684 inv = op;
1911 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1912 return op; 1689 return op;
1913} 1690}
1914 1691
1915/* 1692/*
1916 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1930 * 1707 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1710 * on top.
1934 */ 1711 */
1935
1936int 1712int
1937check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1938{ 1714{
1939 object * 1715 object *tmp;
1940 tmp; 1716 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1947 1718
1948 MoveType 1719 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1720
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1722 return 0;
1955
1956 tag = op->count;
1957 1723
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 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); 1725 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); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1727
1977 1743
1978 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1980 */ 1746 */
1981 1747
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1749 {
1984 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1752 * we don't need to check all of them.
1987 */ 1753 */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 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)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1790 {
2025 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2026 1792
2027 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2028 return 1; 1794 return 1;
2029 1795
2030 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2042/* 1808/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2046 */ 1812 */
2047
2048object * 1813object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1815{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2055 { 1817 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1819 return NULL;
2058 } 1820 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1823 if (tmp->arch == at)
2061 return tmp; 1824 return tmp;
1825
2062 return NULL; 1826 return NULL;
2063} 1827}
2064 1828
2065/* 1829/*
2066 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2069 */ 1833 */
2070
2071object * 1834object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2073{ 1836{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2078 { 1838 {
2079 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1840 return NULL;
2081 } 1841 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1844 if (tmp->type == type)
2084 return tmp; 1845 return tmp;
1846
2085 return NULL; 1847 return NULL;
2086} 1848}
2087 1849
2088/* 1850/*
2089 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2092 */ 1854 */
2093
2094object * 1855object *
2095present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2096{ 1857{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1859 if (tmp->type == type)
2102 return tmp; 1860 return tmp;
1861
2103 return NULL; 1862 return NULL;
2104} 1863}
2105 1864
2106/* 1865/*
2107 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1874 * 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 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1877 * to be unique.
2119 */ 1878 */
2120
2121object * 1879object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1881{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1884 return tmp;
2131 } 1885
2132 return NULL; 1886 return 0;
2133} 1887}
2134 1888
2135/* 1889/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2139 */ 1893 */
2140
2141object * 1894object *
2142present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2143{ 1896{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1898 if (tmp->arch == at)
2149 return tmp; 1899 return tmp;
1900
2150 return NULL; 1901 return NULL;
2151} 1902}
2152 1903
2153/* 1904/*
2154 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2155 */ 1906 */
2156void 1907void
2157flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2158{ 1909{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1910 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1912 {
2165 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2167 } 1915 }
2168} /* 1916}
1917
1918/*
2169 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2170 */ 1920 */
2171void 1921void
2172unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2173{ 1923{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1924 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1926 {
2180 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2182 } 1929 }
2183} 1930}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1935 * 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. 1936 * him/her-self and all object carried by a call to this function.
2190 */ 1937 */
2191
2192void 1938void
2193set_cheat (object *op) 1939set_cheat (object *op)
2194{ 1940{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * 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 1962 * 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 1963 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1964 * customized, changed states, etc.
2219 */ 1965 */
2220
2221int 1966int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1968{
2224 int
2225 i,
2226 index = 0, flag; 1969 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2229 1971
2230 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2231 { 1973 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 1975 if (!flag)
2234 altern[index++] = i; 1976 altern [index++] = i;
2235 1977
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* 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. 1979 * 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 - 1980 * 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 1981 * 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 1982 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2243 */ 1985 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 1987 stop = maxfree[i];
2246 } 1988 }
1989
2247 if (!index) 1990 if (!index)
2248 return -1; 1991 return -1;
1992
2249 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2250} 1994}
2251 1995
2252/* 1996/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 1999 * 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. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2001 */
2258
2259int 2002int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2004{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2007 return i;
2269 } 2008
2270 return -1; 2009 return -1;
2271} 2010}
2272 2011
2273/* 2012/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2016 */
2277static void 2017static void
2278permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2279{ 2019{
2280 int 2020 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2021 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2022
2291 tmp = arr[i]; 2023 while (--end)
2292 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2025}
2296 2026
2297/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2028 * 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 2029 * 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. 2032 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2033 */
2304void 2034void
2305get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2306{ 2036{
2307 int 2037 int i;
2308 i;
2309 2038
2310 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2040 search_arr[i] = i;
2313 }
2314 2041
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2045}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * 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 2055 * 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 2056 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2057 * there is capable of.
2331 */ 2058 */
2332
2333int 2059int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2061{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2339 2063
2340 sint16 nx, ny; 2064 sint16 nx, ny;
2341 object * 2065 object *tmp;
2342 tmp; 2066 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2067
2346 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2347 2069
2348 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2349 { 2071 {
2361 mp = m; 2083 mp = m;
2362 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2364 2086
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2366 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2090 max = maxfree[i];
2369 }
2370 else 2091 else
2371 { 2092 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2373 2096
2374 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2098 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2379 { 2100 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2102 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))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2104 break;
2385 } 2105
2386 }
2387 if (tmp) 2106 if (tmp)
2388 {
2389 return freedir[i]; 2107 return freedir[i];
2390 }
2391 } 2108 }
2392 } 2109 }
2393 } 2110 }
2111
2394 return 0; 2112 return 0;
2395} 2113}
2396 2114
2397/* 2115/*
2398 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2117 * distance between the two given objects.
2400 */ 2118 */
2401
2402int 2119int
2403distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2404{ 2121{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2123}
2411 2124
2412/* 2125/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * 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 2127 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2416 */ 2129 */
2417
2418int 2130int
2419find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2420{ 2132{
2421 int 2133 int q;
2422 q;
2423 2134
2424 if (y) 2135 if (y)
2425 q = x * 100 / y; 2136 q = x * 100 / y;
2426 else if (x) 2137 else if (x)
2427 q = -300 * x; 2138 q = -300 * x;
2462int 2173int
2463absdir (int d) 2174absdir (int d)
2464{ 2175{
2465 while (d < 1) 2176 while (d < 1)
2466 d += 8; 2177 d += 8;
2178
2467 while (d > 8) 2179 while (d > 8)
2468 d -= 8; 2180 d -= 8;
2181
2469 return d; 2182 return d;
2470} 2183}
2471 2184
2472/* 2185/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2475 */ 2188 */
2476 2189
2477int 2190int
2478dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2479{ 2192{
2480 int 2193 int d;
2481 d;
2482 2194
2483 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2484 if (d > 4) 2196 if (d > 4)
2485 d = 8 - d; 2197 d = 8 - d;
2198
2486 return d; 2199 return d;
2487} 2200}
2488 2201
2489/* peterm: 2202/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * 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 2206 * 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. 2207 * 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 2208 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2209 * functions.
2497 */ 2210 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2266 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2557 */ 2268 */
2558
2559
2560int 2269int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2271{
2563 sint16 dx, dy; 2272 sint16 dx, dy;
2564 int
2565 mflags; 2273 int mflags;
2566 2274
2567 if (dir < 0) 2275 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2569 2277
2570 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2583 return 0; 2291 return 0;
2584 2292
2585 /* yes, can see. */ 2293 /* yes, can see. */
2586 if (dir < 9) 2294 if (dir < 9)
2587 return 1; 2295 return 1;
2296
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 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]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2300}
2591
2592
2593 2301
2594/* 2302/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2303 * 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 2304 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (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)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2319}
2612 2320
2613
2614/* 2321/*
2615 * create clone from object to another 2322 * create clone from object to another
2616 */ 2323 */
2617object * 2324object *
2618object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2619{ 2326{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2328
2623 if (!asrc) 2329 if (!asrc)
2624 return NULL; 2330 return 0;
2331
2625 src = asrc; 2332 src = asrc;
2626 if (src->head) 2333 if (src->head)
2627 src = src->head; 2334 src = src->head;
2628 2335
2629 prev = NULL; 2336 prev = 0;
2630 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2631 { 2338 {
2632 tmp = get_object (); 2339 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2340 tmp->x -= src->x;
2635 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2636 if (!part->head) 2343 if (!part->head)
2637 { 2344 {
2638 dst = tmp; 2345 dst = tmp;
2639 tmp->head = NULL; 2346 tmp->head = 0;
2640 } 2347 }
2641 else 2348 else
2642 {
2643 tmp->head = dst; 2349 tmp->head = dst;
2644 } 2350
2645 tmp->more = NULL; 2351 tmp->more = 0;
2352
2646 if (prev) 2353 if (prev)
2647 prev->more = tmp; 2354 prev->more = tmp;
2355
2648 prev = tmp; 2356 prev = tmp;
2649 } 2357 }
2650 2358
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2361
2657 return dst; 2362 return dst;
2658} 2363}
2659 2364
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. */ 2365/* 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 */ 2366/* 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, */ 2367/* 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. */ 2368/* 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. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2680
2681object * 2371object *
2682load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2683{ 2373{
2684 object * 2374 object *op;
2685 op;
2686 char
2687 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2688 2376
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690 2378
2691 FILE *
2692 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2693 2380
2694 if (tempfile == NULL) 2381 if (tempfile == NULL)
2695 { 2382 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL; 2384 return NULL;
2698 } 2385 }
2699 2386
2700 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2701 fclose (tempfile); 2388 fclose (tempfile);
2702 2389
2703 op = get_object (); 2390 op = object::create ();
2704 2391
2705 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2706 2393
2707 if (thawer) 2394 if (thawer)
2708 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2718 * returns NULL if no match. 2405 * returns NULL if no match.
2719 */ 2406 */
2720object * 2407object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2409{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2412 return tmp;
2729 2413
2730 return NULL; 2414 return 0;
2731} 2415}
2732 2416
2733/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2418 * otherwise return NULL.
2735 * 2419 *
2737 * do the desired thing. 2421 * do the desired thing.
2738 */ 2422 */
2739key_value * 2423key_value *
2740get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2741{ 2425{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2427 if (link->key == key)
2748 {
2749 return link; 2428 return link;
2750 }
2751 }
2752 2429
2753 return NULL; 2430 return 0;
2754} 2431}
2755 2432
2756/* 2433/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2435 *
2798 * Returns TRUE on success. 2475 * Returns TRUE on success.
2799 */ 2476 */
2800int 2477int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2479{
2803 key_value *
2804 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2805 2481
2806 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2483 {
2808 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2809 { 2485 {
2837 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2838 2514
2839 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2840 2516
2841 if (!add_key) 2517 if (!add_key)
2842 {
2843 return FALSE; 2518 return FALSE;
2844 } 2519
2845 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2849 * should pass in "" 2524 * should pass in ""
2898 } 2573 }
2899 else 2574 else
2900 item = item->env; 2575 item = item->env;
2901} 2576}
2902 2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2903// return a suitable string describing an objetc in enough detail to find it 2607// return a suitable string describing an object in enough detail to find it
2904const char * 2608const char *
2905object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2906{ 2610{
2611 char flagdesc[512];
2907 char info2[256 * 3]; 2612 char info2[256 * 4];
2908 char *p = info; 2613 char *p = info;
2909 2614
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2911 count, 2616 count, uuid.seq,
2912 &name, 2617 &name,
2913 title ? " " : "", 2618 title ? "\",title:" : "",
2914 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2915 2621
2916 if (env) 2622 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2624
2919 if (map) 2625 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2627
2922 return info; 2628 return info;
2923} 2629}
2924 2630
2925const char * 2631const char *
2926object::debug_desc () const 2632object::debug_desc () const
2927{ 2633{
2928 static char info[256 * 3]; 2634 static char info[256 * 4];
2929 return debug_desc (info); 2635 return debug_desc (info);
2930} 2636}
2931 2637
2638const char *
2639object::debug_desc2 () const
2640{
2641 static char info[256 * 4];
2642 return debug_desc (info);
2643}
2644

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