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Comparing deliantra/server/common/object.C (file contents):
Revision 1.49 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.117 by root, Thu Jan 18 16:19:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short 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,
42 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
43}; 47};
44short 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,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 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)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* 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
204 * 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
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* 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 */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* 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
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* 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
281 * 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
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * 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.
377 */ 361 */
378 362
379void 363char *
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 364dump_object (object *op)
435{ 365{
436 if (op == NULL) 366 if (!op)
437 { 367 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 368
445void 369 object_freezer freezer;
446dump_all_objects (void) 370 save_object (freezer, op, 1);
447{ 371 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 372}
456 373
457/* 374/*
458 * 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
459 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
475} 392}
476 393
477/* 394/*
478 * 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.
479 */ 396 */
480
481object * 397object *
482find_object (tag_t i) 398find_object (tag_t i)
483{ 399{
484 object *op; 400 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 401 if (op->count == i)
488 break;
489
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 if (this == object::first) 692 assert (index);//D
953 object::first = next; 693 objects.erase (this);
694 refcnt_dec ();
695}
954 696
955 /* Remove this object from the list of used objects */ 697void
956 if (prev) prev->next = next; 698object::activate ()
957 if (next) next->prev = prev; 699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
958 703
959 prev = 0; 704 if (has_active_speed ())
960 next = 0; 705 actives.insert (this);
706}
707
708void
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 }
961} 801}
962 802
963object *object::create () 803object *object::create ()
964{ 804{
965 object *op = new object; 805 object *op = new object;
966 op->link (); 806 op->link ();
967 return op; 807 return op;
968} 808}
969 809
970/* 810void
971 * free_object() frees everything allocated by an object, removes 811object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 812{
982 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
983 return;
984 814
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this); 819 remove_friendly_object (this);
987 820
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 if (!flag [FLAG_REMOVED])
989 remove_ob (this); 822 remove ();
990 823
991 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;
992 853
993 if (more) 854 if (more)
994 { 855 {
995 more->free (free_inventory); 856 more->destroy ();
996 more = 0; 857 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 } 858 }
1040 859
1041 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
1042 owner = 0; 861 owner = 0;
1043 enemy = 0; 862 enemy = 0;
1044 attacked_by = 0; 863 attacked_by = 0;
864}
1045 865
1046 /* Remove object from the active list */ 866void
1047 speed = 0; 867object::destroy (bool destroy_inventory)
1048 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1049 871
1050 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1051 874
1052 mortals.push_back (this); 875 attachable::destroy ();
1053} 876}
1054 877
1055/* 878/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1057 * 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)).
1058 */ 881 */
1059
1060void 882void
1061sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1062{ 884{
1063 while (op != NULL) 885 while (op != NULL)
1064 { 886 {
1068 op->carrying -= weight; 890 op->carrying -= weight;
1069 op = op->env; 891 op = op->env;
1070 } 892 }
1071} 893}
1072 894
1073/* remove_ob(op): 895/* op->remove ():
1074 * 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
1075 * 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
1076 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 900 * the previous environment.
1079 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1080 */ 902 */
1081
1082void 903void
1083remove_ob (object *op) 904object::remove_slow ()
1084{ 905{
1085 object *tmp, *last = 0; 906 object *tmp, *last = 0;
1086 object *otmp; 907 object *otmp;
1087 908
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 910 return;
1095 911
1096 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1097 914
1098 if (op->more != NULL) 915 if (more)
1099 remove_ob (op->more); 916 more->remove ();
1100 917
1101 /* 918 /*
1102 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1103 * inventory. 920 * inventory.
1104 */ 921 */
1105 if (op->env != NULL) 922 if (env)
1106 { 923 {
1107 if (op->nrof) 924 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1109 else 926 else
1110 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1111 928
1112 /* 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
1113 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 931 * to save cpu time.
1115 */ 932 */
1116 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))
1117 fix_player (otmp); 934 otmp->update_stats ();
1118 935
1119 if (op->above != NULL) 936 if (above)
1120 op->above->below = op->below; 937 above->below = below;
1121 else 938 else
1122 op->env->inv = op->below; 939 env->inv = below;
1123 940
1124 if (op->below != NULL) 941 if (below)
1125 op->below->above = op->above; 942 below->above = above;
1126 943
1127 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1128 * 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
1129 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1130 */ 947 */
1131 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1132 op->map = op->env->map; 949 map = env->map;
1133 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1134 op->env = NULL; 951 env = 0;
1135 } 952 }
1136 else if (op->map) 953 else if (map)
1137 { 954 {
1138 x = op->x; 955 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 { 956 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 957 --map->players;
1145 op->map->path, op->x, op->y); 958 map->touch ();
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 } 959 }
1152 960
1153 if (op->map != m) 961 map->dirty = true;
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 962 mapspace &ms = this->ms ();
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160 963
1161 /* link the object above us */ 964 /* link the object above us */
1162 if (op->above) 965 if (above)
1163 op->above->below = op->below; 966 above->below = below;
1164 else 967 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 968 ms.top = below; /* we were top, set new top */
1166 969
1167 /* Relink the object below us, if there is one */ 970 /* Relink the object below us, if there is one */
1168 if (op->below) 971 if (below)
1169 op->below->above = op->above; 972 below->above = above;
1170 else 973 else
1171 { 974 {
1172 /* Nothing below, which means we need to relink map object for this space 975 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is 976 * use translated coordinates in case some oddness with map tiling is
1174 * evident 977 * evident
1175 */ 978 */
1176 if (GET_MAP_OB (m, x, y) != op) 979 if (GET_MAP_OB (map, x, y) != this)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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); 980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184 981
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 982 ms.bot = above; /* goes on above it. */
1186 } 983 }
1187 984
1188 op->above = 0; 985 above = 0;
1189 op->below = 0; 986 below = 0;
1190 987
1191 if (op->map->in_memory == MAP_SAVING) 988 if (map->in_memory == MAP_SAVING)
1192 return; 989 return;
1193 990
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 991 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 992
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 993 for (tmp = ms.bot; tmp; tmp = tmp->above)
1197 { 994 {
1198 /* No point updating the players look faces if he is the object 995 /* No point updating the players look faces if he is the object
1199 * being removed. 996 * being removed.
1200 */ 997 */
1201 998
1202 if (tmp->type == PLAYER && tmp != op) 999 if (tmp->type == PLAYER && tmp != this)
1203 { 1000 {
1204 /* If a container that the player is currently using somehow gets 1001 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view 1002 * removed (most likely destroyed), update the player view
1206 * appropriately. 1003 * appropriately.
1207 */ 1004 */
1208 if (tmp->container == op) 1005 if (tmp->container == this)
1209 { 1006 {
1210 CLEAR_FLAG (op, FLAG_APPLIED); 1007 flag [FLAG_APPLIED] = 0;
1211 tmp->container = NULL; 1008 tmp->container = 0;
1212 } 1009 }
1213 1010
1214 tmp->contr->socket.update_look = 1; 1011 if (tmp->contr->ns)
1012 tmp->contr->ns->floorbox_update ();
1215 } 1013 }
1216 1014
1217 /* See if player moving off should effect something */ 1015 /* See if object moving off should effect something */
1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1016 if (check_walk_off
1017 && ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1219 { 1019 {
1220 move_apply (tmp, op, NULL); 1020 move_apply (tmp, this, 0);
1221 1021
1222 if (op->destroyed ()); 1022 if (destroyed ())
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1224 } 1024 }
1225 1025
1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1227 1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1228 if (tmp->above == tmp) 1028 if (tmp->above == tmp)
1229 tmp->above = NULL; 1029 tmp->above = 0;
1230 1030
1231 last = tmp; 1031 last = tmp;
1232 } 1032 }
1233 1033
1234 /* last == NULL of there are no objects on this space */ 1034 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object?
1235 if (last == NULL) 1036 if (!last)
1236 { 1037 map->at (x, y).flags_ = 0;
1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1239 * those out anyways, and if there are any flags set right now, they won't
1240 * be correct anyways.
1241 */
1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1243 update_position (op->map, op->x, op->y);
1244 }
1245 else 1038 else
1246 update_object (last, UP_OBJ_REMOVE); 1039 update_object (last, UP_OBJ_REMOVE);
1247 1040
1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1041 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1249 update_all_los (op->map, op->x, op->y); 1042 update_all_los (map, x, y);
1250 } 1043 }
1251} 1044}
1252 1045
1253/* 1046/*
1254 * merge_ob(op,top): 1047 * merge_ob(op,top):
1262merge_ob (object *op, object *top) 1055merge_ob (object *op, object *top)
1263{ 1056{
1264 if (!op->nrof) 1057 if (!op->nrof)
1265 return 0; 1058 return 0;
1266 1059
1267 if (top == NULL) 1060 if (top)
1268 for (top = op; top != NULL && top->above != NULL; top = top->above); 1061 for (top = op; top && top->above; top = top->above)
1062 ;
1269 1063
1270 for (; top != NULL; top = top->below) 1064 for (; top; top = top->below)
1271 { 1065 {
1272 if (top == op) 1066 if (top == op)
1273 continue; 1067 continue;
1274 if (CAN_MERGE (op, top)) 1068
1069 if (object::can_merge (op, top))
1275 { 1070 {
1276 top->nrof += op->nrof; 1071 top->nrof += op->nrof;
1277 1072
1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1073/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1279 op->weight = 0; /* Don't want any adjustements now */ 1074 op->weight = 0; /* Don't want any adjustements now */
1280 remove_ob (op); 1075 op->destroy ();
1281 free_object (op);
1282 return top; 1076 return top;
1283 } 1077 }
1284 } 1078 }
1285 1079
1286 return 0; 1080 return 0;
1287} 1081}
1288 1082
1289/* 1083/*
1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1291 * job preparing multi-part monsters 1085 * job preparing multi-part monsters.
1292 */ 1086 */
1293object * 1087object *
1294insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{ 1089{
1296 object *tmp;
1297
1298 if (op->head)
1299 op = op->head;
1300
1301 for (tmp = op; tmp; tmp = tmp->more) 1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1302 { 1091 {
1303 tmp->x = x + tmp->arch->clone.x; 1092 tmp->x = x + tmp->arch->clone.x;
1304 tmp->y = y + tmp->arch->clone.y; 1093 tmp->y = y + tmp->arch->clone.y;
1305 } 1094 }
1306 1095
1325 * Return value: 1114 * Return value:
1326 * new object if 'op' was merged with other object 1115 * new object if 'op' was merged with other object
1327 * NULL if 'op' was destroyed 1116 * NULL if 'op' was destroyed
1328 * just 'op' otherwise 1117 * just 'op' otherwise
1329 */ 1118 */
1330
1331object * 1119object *
1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1333{ 1121{
1334 object *tmp, *top, *floor = NULL; 1122 object *tmp, *top, *floor = NULL;
1335 sint16 x, y;
1336 1123
1337 if (QUERY_FLAG (op, FLAG_FREED)) 1124 if (QUERY_FLAG (op, FLAG_FREED))
1338 { 1125 {
1339 LOG (llevError, "Trying to insert freed object!\n"); 1126 LOG (llevError, "Trying to insert freed object!\n");
1340 return NULL; 1127 return NULL;
1341 } 1128 }
1342 1129
1343 if (m == NULL) 1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove ();
1134
1135 if (!m)
1344 { 1136 {
1345 dump_object (op); 1137 char *dump = dump_object (op);
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1347 return op; 1140 return op;
1348 } 1141 }
1349 1142
1350 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1351 { 1144 {
1352 dump_object (op); 1145 char *dump = dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1354#ifdef MANY_CORES 1147#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted. 1150 * improperly inserted.
1358 */ 1151 */
1359 abort (); 1152 abort ();
1360#endif 1153#endif
1154 free (dump);
1361 return op; 1155 return op;
1362 } 1156 }
1363 1157
1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1366 dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368 return op;
1369 }
1370
1371 if (op->more != NULL)
1372 {
1373 /* The part may be on a different map. */
1374
1375 object *more = op->more; 1158 if (object *more = op->more)
1376 1159 {
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 else if (!more->map)
1385 {
1386 /* For backwards compatibility - when not dealing with tiled maps,
1387 * more->map should always point to the parent.
1388 */
1389 more->map = m;
1390 }
1391
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1160 if (!insert_ob_in_map (more, m, originator, flag))
1393 { 1161 {
1394 if (!op->head) 1162 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396 1164
1397 return NULL; 1165 return 0;
1398 } 1166 }
1399 } 1167 }
1400 1168
1401 CLEAR_FLAG (op, FLAG_REMOVED); 1169 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1170
1403 /* Ideally, the caller figures this out. However, it complicates a lot 1171 /* Ideally, the caller figures this out. However, it complicates a lot
1404 * of areas of callers (eg, anything that uses find_free_spot would now 1172 * of areas of callers (eg, anything that uses find_free_spot would now
1405 * need extra work 1173 * need extra work
1406 */ 1174 */
1407 op->map = get_map_from_coord (m, &op->x, &op->y); 1175 if (!xy_normalise (m, op->x, op->y))
1408 x = op->x; 1176 return 0;
1409 y = op->y; 1177
1178 op->map = m;
1179 mapspace &ms = op->ms ();
1410 1180
1411 /* this has to be done after we translate the coordinates. 1181 /* this has to be done after we translate the coordinates.
1412 */ 1182 */
1413 if (op->nrof && !(flag & INS_NO_MERGE)) 1183 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1184 for (tmp = ms.bot; tmp; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp)) 1185 if (object::can_merge (op, tmp))
1416 { 1186 {
1417 op->nrof += tmp->nrof; 1187 op->nrof += tmp->nrof;
1418 remove_ob (tmp); 1188 tmp->destroy ();
1419 free_object (tmp);
1420 } 1189 }
1421 1190
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1191 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1192 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424 1193
1437 op->below = originator->below; 1206 op->below = originator->below;
1438 1207
1439 if (op->below) 1208 if (op->below)
1440 op->below->above = op; 1209 op->below->above = op;
1441 else 1210 else
1442 SET_MAP_OB (op->map, op->x, op->y, op); 1211 ms.bot = op;
1443 1212
1444 /* since *below* originator, no need to update top */ 1213 /* since *below* originator, no need to update top */
1445 originator->below = op; 1214 originator->below = op;
1446 } 1215 }
1447 else 1216 else
1448 { 1217 {
1218 top = ms.bot;
1219
1449 /* If there are other objects, then */ 1220 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1221 if ((!(flag & INS_MAP_LOAD)) && top)
1451 { 1222 {
1452 object *last = NULL; 1223 object *last = 0;
1453 1224
1454 /* 1225 /*
1455 * If there are multiple objects on this space, we do some trickier handling. 1226 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate. 1227 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if 1228 * Generally, we want to put the new object on top. But if
1461 * once we get to them. This reduces the need to traverse over all of 1232 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time 1233 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed 1234 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects. 1235 * that flying non pickable objects are spell objects.
1465 */ 1236 */
1466 1237 for (top = ms.bot; top; top = top->above)
1467 while (top != NULL)
1468 { 1238 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470 floor = top; 1240 floor = top;
1471 1241
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 top = top->below; 1245 top = top->below;
1476 break; 1246 break;
1477 } 1247 }
1478 1248
1479 last = top; 1249 last = top;
1480 top = top->above;
1481 } 1250 }
1482 1251
1483 /* Don't want top to be NULL, so set it to the last valid object */ 1252 /* Don't want top to be NULL, so set it to the last valid object */
1484 top = last; 1253 top = last;
1485 1254
1492 * Unless those objects are exits, type 66 1261 * Unless those objects are exits, type 66
1493 * If INS_ON_TOP is used, don't do this processing 1262 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise 1263 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd. 1264 * stacking is a bit odd.
1496 */ 1265 */
1497 if (!(flag & INS_ON_TOP) && 1266 if (!(flag & INS_ON_TOP)
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1267 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility))
1499 { 1269 {
1500 for (last = top; last != floor; last = last->below) 1270 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break; 1272 break;
1273
1503 /* Check to see if we found the object that blocks view, 1274 /* Check to see if we found the object that blocks view,
1504 * and make sure we have a below pointer for it so that 1275 * and make sure we have a below pointer for it so that
1505 * we can get inserted below this one, which requires we 1276 * we can get inserted below this one, which requires we
1506 * set top to the object below us. 1277 * set top to the object below us.
1507 */ 1278 */
1509 top = last->below; 1280 top = last->below;
1510 } 1281 }
1511 } /* If objects on this space */ 1282 } /* If objects on this space */
1512 1283
1513 if (flag & INS_MAP_LOAD) 1284 if (flag & INS_MAP_LOAD)
1514 top = GET_MAP_TOP (op->map, op->x, op->y); 1285 top = ms.top;
1515 1286
1516 if (flag & INS_ABOVE_FLOOR_ONLY) 1287 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor; 1288 top = floor;
1518 1289
1519 /* Top is the object that our object (op) is going to get inserted above. 1290 /* Top is the object that our object (op) is going to get inserted above.
1520 */ 1291 */
1521 1292
1522 /* First object on this space */ 1293 /* First object on this space */
1523 if (!top) 1294 if (!top)
1524 { 1295 {
1525 op->above = GET_MAP_OB (op->map, op->x, op->y); 1296 op->above = ms.bot;
1526 1297
1527 if (op->above) 1298 if (op->above)
1528 op->above->below = op; 1299 op->above->below = op;
1529 1300
1530 op->below = NULL; 1301 op->below = 0;
1531 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1532 } 1303 }
1533 else 1304 else
1534 { /* get inserted into the stack above top */ 1305 { /* get inserted into the stack above top */
1535 op->above = top->above; 1306 op->above = top->above;
1536 1307
1539 1310
1540 op->below = top; 1311 op->below = top;
1541 top->above = op; 1312 top->above = op;
1542 } 1313 }
1543 1314
1544 if (op->above == NULL) 1315 if (!op->above)
1545 SET_MAP_TOP (op->map, op->x, op->y, op); 1316 ms.top = op;
1546 } /* else not INS_BELOW_ORIGINATOR */ 1317 } /* else not INS_BELOW_ORIGINATOR */
1547 1318
1548 if (op->type == PLAYER) 1319 if (op->type == PLAYER)
1320 {
1549 op->contr->do_los = 1; 1321 op->contr->do_los = 1;
1322 ++op->map->players;
1323 op->map->touch ();
1324 }
1325
1326 op->map->dirty = true;
1550 1327
1551 /* If we have a floor, we know the player, if any, will be above 1328 /* If we have a floor, we know the player, if any, will be above
1552 * it, so save a few ticks and start from there. 1329 * it, so save a few ticks and start from there.
1553 */ 1330 */
1554 if (!(flag & INS_MAP_LOAD)) 1331 if (!(flag & INS_MAP_LOAD))
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1332 if (object *pl = ms.player ())
1556 if (tmp->type == PLAYER) 1333 if (pl->contr->ns)
1557 tmp->contr->socket.update_look = 1; 1334 pl->contr->ns->floorbox_update ();
1558 1335
1559 /* If this object glows, it may affect lighting conditions that are 1336 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really 1337 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players 1338 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well 1339 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way - 1340 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range, 1341 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area 1342 * or just updating the P_UPTODATE for spaces within this area
1566 * of effect may be sufficient. 1343 * of effect may be sufficient.
1567 */ 1344 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1345 if (op->map->darkness && (op->glow_radius != 0))
1569 update_all_los (op->map, op->x, op->y); 1346 update_all_los (op->map, op->x, op->y);
1570 1347
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1348 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT); 1349 update_object (op, UP_OBJ_INSERT);
1573 1350
1351 INVOKE_OBJECT (INSERT, op);
1352
1574 /* Don't know if moving this to the end will break anything. However, 1353 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this. 1354 * we want to have floorbox_update called before calling this.
1576 * 1355 *
1577 * check_move_on() must be after this because code called from 1356 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like 1357 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by 1358 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object(). 1359 * update_object().
1582 1361
1583 /* if this is not the head or flag has been passed, don't check walk on status */ 1362 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head) 1363 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 { 1364 {
1586 if (check_move_on (op, originator)) 1365 if (check_move_on (op, originator))
1587 return NULL; 1366 return 0;
1588 1367
1589 /* If we are a multi part object, lets work our way through the check 1368 /* If we are a multi part object, lets work our way through the check
1590 * walk on's. 1369 * walk on's.
1591 */ 1370 */
1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1593 if (check_move_on (tmp, originator)) 1372 if (check_move_on (tmp, originator))
1594 return NULL; 1373 return 0;
1595 } 1374 }
1596 1375
1597 return op; 1376 return op;
1598} 1377}
1599 1378
1600/* this function inserts an object in the map, but if it 1379/* this function inserts an object in the map, but if it
1601 * finds an object of its own type, it'll remove that one first. 1380 * finds an object of its own type, it'll remove that one first.
1602 * op is the object to insert it under: supplies x and the map. 1381 * op is the object to insert it under: supplies x and the map.
1603 */ 1382 */
1604void 1383void
1605replace_insert_ob_in_map (const char *arch_string, object *op) 1384replace_insert_ob_in_map (const char *arch_string, object *op)
1606{ 1385{
1607 object * 1386 object *tmp, *tmp1;
1608 tmp;
1609 object *
1610 tmp1;
1611 1387
1612 /* first search for itself and remove any old instances */ 1388 /* first search for itself and remove any old instances */
1613 1389
1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1615 {
1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 { 1392 tmp->destroy ();
1618 remove_ob (tmp);
1619 free_object (tmp);
1620 }
1621 }
1622 1393
1623 tmp1 = arch_to_object (archetype::find (arch_string)); 1394 tmp1 = arch_to_object (archetype::find (arch_string));
1624 1395
1625 tmp1->x = op->x; 1396 tmp1->x = op->x;
1626 tmp1->y = op->y; 1397 tmp1->y = op->y;
1627 insert_ob_in_map (tmp1, op->map, op, 0); 1398 insert_ob_in_map (tmp1, op->map, op, 0);
1399}
1400
1401object *
1402object::insert_at (object *where, object *originator, int flags)
1403{
1404 where->map->insert (this, where->x, where->y, originator, flags);
1628} 1405}
1629 1406
1630/* 1407/*
1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains 1409 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and freed if that number is 0). 1410 * the rest (or is removed and freed if that number is 0).
1634 * On failure, NULL is returned, and the reason put into the 1411 * On failure, NULL is returned, and the reason put into the
1635 * global static errmsg array. 1412 * global static errmsg array.
1636 */ 1413 */
1637
1638object * 1414object *
1639get_split_ob (object *orig_ob, uint32 nr) 1415get_split_ob (object *orig_ob, uint32 nr)
1640{ 1416{
1641 object * 1417 object *newob;
1642 newob;
1643 int
1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1418 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1645 1419
1646 if (orig_ob->nrof < nr) 1420 if (orig_ob->nrof < nr)
1647 { 1421 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1422 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL; 1423 return NULL;
1650 } 1424 }
1651 1425
1652 newob = object_create_clone (orig_ob); 1426 newob = object_create_clone (orig_ob);
1653 1427
1654 if ((orig_ob->nrof -= nr) < 1) 1428 if ((orig_ob->nrof -= nr) < 1)
1655 { 1429 orig_ob->destroy (1);
1656 if (!is_removed)
1657 remove_ob (orig_ob);
1658 free_object2 (orig_ob, 1);
1659 }
1660 else if (!is_removed) 1430 else if (!is_removed)
1661 { 1431 {
1662 if (orig_ob->env != NULL) 1432 if (orig_ob->env != NULL)
1663 sub_weight (orig_ob->env, orig_ob->weight * nr); 1433 sub_weight (orig_ob->env, orig_ob->weight * nr);
1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1434 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1684 1454
1685object * 1455object *
1686decrease_ob_nr (object *op, uint32 i) 1456decrease_ob_nr (object *op, uint32 i)
1687{ 1457{
1688 object *tmp; 1458 object *tmp;
1689 player *pl;
1690 1459
1691 if (i == 0) /* objects with op->nrof require this check */ 1460 if (i == 0) /* objects with op->nrof require this check */
1692 return op; 1461 return op;
1693 1462
1694 if (i > op->nrof) 1463 if (i > op->nrof)
1695 i = op->nrof; 1464 i = op->nrof;
1696 1465
1697 if (QUERY_FLAG (op, FLAG_REMOVED)) 1466 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i; 1467 op->nrof -= i;
1699 else if (op->env != NULL) 1468 else if (op->env)
1700 { 1469 {
1701 /* is this object in the players inventory, or sub container 1470 /* is this object in the players inventory, or sub container
1702 * therein? 1471 * therein?
1703 */ 1472 */
1704 tmp = is_player_inv (op->env); 1473 tmp = op->in_player ();
1705 /* nope. Is this a container the player has opened? 1474 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player. 1475 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly 1476 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map, 1477 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player. 1478 * and then searching the map for a player.
1710 */ 1479 */
1711 if (!tmp) 1480 if (!tmp)
1712 { 1481 for_all_players (pl)
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env) 1482 if (pl->ob->container == op->env)
1483 {
1484 tmp = pl->ob;
1715 break; 1485 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 } 1486 }
1721 1487
1722 if (i < op->nrof) 1488 if (i < op->nrof)
1723 { 1489 {
1724 sub_weight (op->env, op->weight * i); 1490 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i; 1491 op->nrof -= i;
1726 if (tmp) 1492 if (tmp)
1727 {
1728 esrv_send_item (tmp, op); 1493 esrv_send_item (tmp, op);
1729 }
1730 } 1494 }
1731 else 1495 else
1732 { 1496 {
1733 remove_ob (op); 1497 op->remove ();
1734 op->nrof = 0; 1498 op->nrof = 0;
1735 if (tmp) 1499 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count); 1500 esrv_del_item (tmp->contr, op->count);
1738 }
1739 } 1501 }
1740 } 1502 }
1741 else 1503 else
1742 { 1504 {
1743 object *above = op->above; 1505 object *above = op->above;
1744 1506
1745 if (i < op->nrof) 1507 if (i < op->nrof)
1746 op->nrof -= i; 1508 op->nrof -= i;
1747 else 1509 else
1748 { 1510 {
1749 remove_ob (op); 1511 op->remove ();
1750 op->nrof = 0; 1512 op->nrof = 0;
1751 } 1513 }
1752 1514
1753 /* Since we just removed op, op->above is null */ 1515 /* Since we just removed op, op->above is null */
1754 for (tmp = above; tmp != NULL; tmp = tmp->above) 1516 for (tmp = above; tmp; tmp = tmp->above)
1755 if (tmp->type == PLAYER) 1517 if (tmp->type == PLAYER)
1756 { 1518 {
1757 if (op->nrof) 1519 if (op->nrof)
1758 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1759 else 1521 else
1763 1525
1764 if (op->nrof) 1526 if (op->nrof)
1765 return op; 1527 return op;
1766 else 1528 else
1767 { 1529 {
1768 free_object (op); 1530 op->destroy ();
1769 return NULL; 1531 return 0;
1770 } 1532 }
1771} 1533}
1772 1534
1773/* 1535/*
1774 * add_weight(object, weight) adds the specified weight to an object, 1536 * add_weight(object, weight) adds the specified weight to an object,
1786 op->carrying += weight; 1548 op->carrying += weight;
1787 op = op->env; 1549 op = op->env;
1788 } 1550 }
1789} 1551}
1790 1552
1553object *
1554insert_ob_in_ob (object *op, object *where)
1555{
1556 if (!where)
1557 {
1558 char *dump = dump_object (op);
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump);
1561 return op;
1562 }
1563
1564 if (where->head)
1565 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head;
1568 }
1569
1570 return where->insert (op);
1571}
1572
1791/* 1573/*
1792 * insert_ob_in_ob(op,environment): 1574 * env->insert (op)
1793 * This function inserts the object op in the linked list 1575 * This function inserts the object op in the linked list
1794 * inside the object environment. 1576 * inside the object environment.
1795 * 1577 *
1796 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1797 * the inventory at the last position or next to other objects of the same
1798 * type.
1799 * Frank: Now sorted by type, archetype and magic!
1800 *
1801 * The function returns now pointer to inserted item, and return value can 1578 * The function returns now pointer to inserted item, and return value can
1802 * be != op, if items are merged. -Tero 1579 * be != op, if items are merged. -Tero
1803 */ 1580 */
1804 1581
1805object * 1582object *
1806insert_ob_in_ob (object *op, object *where) 1583object::insert (object *op)
1807{ 1584{
1808 object * 1585 object *tmp, *otmp;
1809 tmp, *
1810 otmp;
1811 1586
1812 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1587 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 { 1588 op->remove ();
1814 dump_object (op);
1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1816 return op;
1817 }
1818
1819 if (where == NULL)
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where->head)
1827 {
1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1829 where = where->head;
1830 }
1831 1589
1832 if (op->more) 1590 if (op->more)
1833 { 1591 {
1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1592 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1835 return op; 1593 return op;
1837 1595
1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1839 CLEAR_FLAG (op, FLAG_REMOVED); 1597 CLEAR_FLAG (op, FLAG_REMOVED);
1840 if (op->nrof) 1598 if (op->nrof)
1841 { 1599 {
1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1600 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1843 if (CAN_MERGE (tmp, op)) 1601 if (object::can_merge (tmp, op))
1844 { 1602 {
1845 /* return the original object and remove inserted object 1603 /* return the original object and remove inserted object
1846 (client needs the original object) */ 1604 (client needs the original object) */
1847 tmp->nrof += op->nrof; 1605 tmp->nrof += op->nrof;
1848 /* Weight handling gets pretty funky. Since we are adding to 1606 /* Weight handling gets pretty funky. Since we are adding to
1849 * tmp->nrof, we need to increase the weight. 1607 * tmp->nrof, we need to increase the weight.
1850 */ 1608 */
1851 add_weight (where, op->weight * op->nrof); 1609 add_weight (this, op->weight * op->nrof);
1852 SET_FLAG (op, FLAG_REMOVED); 1610 SET_FLAG (op, FLAG_REMOVED);
1853 free_object (op); /* free the inserted object */ 1611 op->destroy (); /* free the inserted object */
1854 op = tmp; 1612 op = tmp;
1855 remove_ob (op); /* and fix old object's links */ 1613 op->remove (); /* and fix old object's links */
1856 CLEAR_FLAG (op, FLAG_REMOVED); 1614 CLEAR_FLAG (op, FLAG_REMOVED);
1857 break; 1615 break;
1858 } 1616 }
1859 1617
1860 /* I assume combined objects have no inventory 1618 /* I assume combined objects have no inventory
1861 * We add the weight - this object could have just been removed 1619 * We add the weight - this object could have just been removed
1862 * (if it was possible to merge). calling remove_ob will subtract 1620 * (if it was possible to merge). calling remove_ob will subtract
1863 * the weight, so we need to add it in again, since we actually do 1621 * the weight, so we need to add it in again, since we actually do
1864 * the linking below 1622 * the linking below
1865 */ 1623 */
1866 add_weight (where, op->weight * op->nrof); 1624 add_weight (this, op->weight * op->nrof);
1867 } 1625 }
1868 else 1626 else
1869 add_weight (where, (op->weight + op->carrying)); 1627 add_weight (this, (op->weight + op->carrying));
1870 1628
1871 otmp = is_player_inv (where); 1629 otmp = this->in_player ();
1872 if (otmp && otmp->contr != NULL) 1630 if (otmp && otmp->contr)
1873 {
1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1631 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1875 fix_player (otmp); 1632 otmp->update_stats ();
1876 }
1877 1633
1878 op->map = NULL; 1634 op->map = 0;
1879 op->env = where; 1635 op->env = this;
1880 op->above = NULL; 1636 op->above = 0;
1881 op->below = NULL; 1637 op->below = 0;
1882 op->x = 0, op->y = 0; 1638 op->x = 0, op->y = 0;
1883 1639
1884 /* reset the light list and los of the players on the map */ 1640 /* reset the light list and los of the players on the map */
1885 if ((op->glow_radius != 0) && where->map) 1641 if ((op->glow_radius != 0) && map)
1886 { 1642 {
1887#ifdef DEBUG_LIGHTS 1643#ifdef DEBUG_LIGHTS
1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1889#endif /* DEBUG_LIGHTS */ 1645#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map)) 1646 if (map->darkness)
1891 update_all_los (where->map, where->x, where->y); 1647 update_all_los (map, x, y);
1892 } 1648 }
1893 1649
1894 /* Client has no idea of ordering so lets not bother ordering it here. 1650 /* Client has no idea of ordering so lets not bother ordering it here.
1895 * It sure simplifies this function... 1651 * It sure simplifies this function...
1896 */ 1652 */
1897 if (where->inv == NULL) 1653 if (!inv)
1898 where->inv = op; 1654 inv = op;
1899 else 1655 else
1900 { 1656 {
1901 op->below = where->inv; 1657 op->below = inv;
1902 op->below->above = op; 1658 op->below->above = op;
1903 where->inv = op; 1659 inv = op;
1904 } 1660 }
1661
1662 INVOKE_OBJECT (INSERT, this);
1663
1905 return op; 1664 return op;
1906} 1665}
1907 1666
1908/* 1667/*
1909 * Checks if any objects has a move_type that matches objects 1668 * Checks if any objects has a move_type that matches objects
1923 * 1682 *
1924 * MSW 2001-07-08: Check all objects on space, not just those below 1683 * MSW 2001-07-08: Check all objects on space, not just those below
1925 * object being inserted. insert_ob_in_map may not put new objects 1684 * object being inserted. insert_ob_in_map may not put new objects
1926 * on top. 1685 * on top.
1927 */ 1686 */
1928
1929int 1687int
1930check_move_on (object *op, object *originator) 1688check_move_on (object *op, object *originator)
1931{ 1689{
1932 object *tmp; 1690 object *tmp;
1933 maptile *m = op->map; 1691 maptile *m = op->map;
1960 1718
1961 /* The objects have to be checked from top to bottom. 1719 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top: 1720 * Hence, we first go to the top:
1963 */ 1721 */
1964 1722
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1966 { 1724 {
1967 /* Trim the search when we find the first other spell effect 1725 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects, 1726 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them. 1727 * we don't need to check all of them.
1970 */ 1728 */
2025/* 1783/*
2026 * present_arch(arch, map, x, y) searches for any objects with 1784 * present_arch(arch, map, x, y) searches for any objects with
2027 * a matching archetype at the given map and coordinates. 1785 * a matching archetype at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1786 * The first matching object is returned, or NULL if none.
2029 */ 1787 */
2030
2031object * 1788object *
2032present_arch (const archetype *at, maptile *m, int x, int y) 1789present_arch (const archetype *at, maptile *m, int x, int y)
2033{ 1790{
2034 object *
2035 tmp;
2036
2037 if (m == NULL || out_of_map (m, x, y)) 1791 if (!m || out_of_map (m, x, y))
2038 { 1792 {
2039 LOG (llevError, "Present_arch called outside map.\n"); 1793 LOG (llevError, "Present_arch called outside map.\n");
2040 return NULL; 1794 return NULL;
2041 } 1795 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1796
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->arch == at) 1798 if (tmp->arch == at)
2044 return tmp; 1799 return tmp;
1800
2045 return NULL; 1801 return NULL;
2046} 1802}
2047 1803
2048/* 1804/*
2049 * present(type, map, x, y) searches for any objects with 1805 * present(type, map, x, y) searches for any objects with
2050 * a matching type variable at the given map and coordinates. 1806 * a matching type variable at the given map and coordinates.
2051 * The first matching object is returned, or NULL if none. 1807 * The first matching object is returned, or NULL if none.
2052 */ 1808 */
2053
2054object * 1809object *
2055present (unsigned char type, maptile *m, int x, int y) 1810present (unsigned char type, maptile *m, int x, int y)
2056{ 1811{
2057 object *
2058 tmp;
2059
2060 if (out_of_map (m, x, y)) 1812 if (out_of_map (m, x, y))
2061 { 1813 {
2062 LOG (llevError, "Present called outside map.\n"); 1814 LOG (llevError, "Present called outside map.\n");
2063 return NULL; 1815 return NULL;
2064 } 1816 }
2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1817
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2066 if (tmp->type == type) 1819 if (tmp->type == type)
2067 return tmp; 1820 return tmp;
1821
2068 return NULL; 1822 return NULL;
2069} 1823}
2070 1824
2071/* 1825/*
2072 * present_in_ob(type, object) searches for any objects with 1826 * present_in_ob(type, object) searches for any objects with
2073 * a matching type variable in the inventory of the given object. 1827 * a matching type variable in the inventory of the given object.
2074 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
2075 */ 1829 */
2076
2077object * 1830object *
2078present_in_ob (unsigned char type, const object *op) 1831present_in_ob (unsigned char type, const object *op)
2079{ 1832{
2080 object *
2081 tmp;
2082
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1833 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 if (tmp->type == type) 1834 if (tmp->type == type)
2085 return tmp; 1835 return tmp;
1836
2086 return NULL; 1837 return NULL;
2087} 1838}
2088 1839
2089/* 1840/*
2090 * present_in_ob (type, str, object) searches for any objects with 1841 * present_in_ob (type, str, object) searches for any objects with
2098 * str is the string to match against. Note that we match against 1849 * str is the string to match against. Note that we match against
2099 * the object name, not the archetype name. this is so that the 1850 * the object name, not the archetype name. this is so that the
2100 * spell code can use one object type (force), but change it's name 1851 * spell code can use one object type (force), but change it's name
2101 * to be unique. 1852 * to be unique.
2102 */ 1853 */
2103
2104object * 1854object *
2105present_in_ob_by_name (int type, const char *str, const object *op) 1855present_in_ob_by_name (int type, const char *str, const object *op)
2106{ 1856{
2107 object *
2108 tmp;
2109
2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1857 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2111 {
2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1858 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2113 return tmp; 1859 return tmp;
2114 } 1860
2115 return NULL; 1861 return 0;
2116} 1862}
2117 1863
2118/* 1864/*
2119 * present_arch_in_ob(archetype, object) searches for any objects with 1865 * present_arch_in_ob(archetype, object) searches for any objects with
2120 * a matching archetype in the inventory of the given object. 1866 * a matching archetype in the inventory of the given object.
2121 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2122 */ 1868 */
2123
2124object * 1869object *
2125present_arch_in_ob (const archetype *at, const object *op) 1870present_arch_in_ob (const archetype *at, const object *op)
2126{ 1871{
2127 object *
2128 tmp;
2129
2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2131 if (tmp->arch == at) 1873 if (tmp->arch == at)
2132 return tmp; 1874 return tmp;
1875
2133 return NULL; 1876 return NULL;
2134} 1877}
2135 1878
2136/* 1879/*
2137 * activate recursively a flag on an object inventory 1880 * activate recursively a flag on an object inventory
2138 */ 1881 */
2139void 1882void
2140flag_inv (object *op, int flag) 1883flag_inv (object *op, int flag)
2141{ 1884{
2142 object *
2143 tmp;
2144
2145 if (op->inv) 1885 if (op->inv)
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 { 1887 {
2148 SET_FLAG (tmp, flag); 1888 SET_FLAG (tmp, flag);
2149 flag_inv (tmp, flag); 1889 flag_inv (tmp, flag);
2150 } 1890 }
2151} /* 1891}
1892
1893/*
2152 * desactivate recursively a flag on an object inventory 1894 * deactivate recursively a flag on an object inventory
2153 */ 1895 */
2154void 1896void
2155unflag_inv (object *op, int flag) 1897unflag_inv (object *op, int flag)
2156{ 1898{
2157 object *
2158 tmp;
2159
2160 if (op->inv) 1899 if (op->inv)
2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 { 1901 {
2163 CLEAR_FLAG (tmp, flag); 1902 CLEAR_FLAG (tmp, flag);
2164 unflag_inv (tmp, flag); 1903 unflag_inv (tmp, flag);
2165 } 1904 }
2166} 1905}
2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2170 * all it's inventory (recursively). 1909 * all it's inventory (recursively).
2171 * If checksums are used, a player will get set_cheat called for 1910 * If checksums are used, a player will get set_cheat called for
2172 * him/her-self and all object carried by a call to this function. 1911 * him/her-self and all object carried by a call to this function.
2173 */ 1912 */
2174
2175void 1913void
2176set_cheat (object *op) 1914set_cheat (object *op)
2177{ 1915{
2178 SET_FLAG (op, FLAG_WAS_WIZ); 1916 SET_FLAG (op, FLAG_WAS_WIZ);
2179 flag_inv (op, FLAG_WAS_WIZ); 1917 flag_inv (op, FLAG_WAS_WIZ);
2198 * because arch_blocked (now ob_blocked) needs to know the movement type 1936 * because arch_blocked (now ob_blocked) needs to know the movement type
2199 * to know if the space in question will block the object. We can't use 1937 * to know if the space in question will block the object. We can't use
2200 * the archetype because that isn't correct if the monster has been 1938 * the archetype because that isn't correct if the monster has been
2201 * customized, changed states, etc. 1939 * customized, changed states, etc.
2202 */ 1940 */
2203
2204int 1941int
2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{ 1943{
2207 int
2208 i,
2209 index = 0, flag; 1944 int index = 0, flag;
2210 static int
2211 altern[SIZEOFFREE]; 1945 int altern[SIZEOFFREE];
2212 1946
2213 for (i = start; i < stop; i++) 1947 for (int i = start; i < stop; i++)
2214 { 1948 {
2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2216 if (!flag) 1950 if (!flag)
2217 altern[index++] = i; 1951 altern [index++] = i;
2218 1952
2219 /* Basically, if we find a wall on a space, we cut down the search size. 1953 /* Basically, if we find a wall on a space, we cut down the search size.
2220 * In this way, we won't return spaces that are on another side of a wall. 1954 * In this way, we won't return spaces that are on another side of a wall.
2221 * This mostly work, but it cuts down the search size in all directions - 1955 * This mostly work, but it cuts down the search size in all directions -
2222 * if the space being examined only has a wall to the north and empty 1956 * if the space being examined only has a wall to the north and empty
2223 * spaces in all the other directions, this will reduce the search space 1957 * spaces in all the other directions, this will reduce the search space
2224 * to only the spaces immediately surrounding the target area, and 1958 * to only the spaces immediately surrounding the target area, and
2225 * won't look 2 spaces south of the target space. 1959 * won't look 2 spaces south of the target space.
2226 */ 1960 */
2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2228 stop = maxfree[i]; 1962 stop = maxfree[i];
2229 } 1963 }
1964
2230 if (!index) 1965 if (!index)
2231 return -1; 1966 return -1;
1967
2232 return altern[RANDOM () % index]; 1968 return altern[RANDOM () % index];
2233} 1969}
2234 1970
2235/* 1971/*
2236 * find_first_free_spot(archetype, maptile, x, y) works like 1972 * find_first_free_spot(archetype, maptile, x, y) works like
2237 * find_free_spot(), but it will search max number of squares. 1973 * find_free_spot(), but it will search max number of squares.
2238 * But it will return the first available spot, not a random choice. 1974 * But it will return the first available spot, not a random choice.
2239 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1975 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2240 */ 1976 */
2241
2242int 1977int
2243find_first_free_spot (const object *ob, maptile *m, int x, int y) 1978find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{ 1979{
2245 int
2246 i;
2247
2248 for (i = 0; i < SIZEOFFREE; i++) 1980 for (int i = 0; i < SIZEOFFREE; i++)
2249 {
2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2251 return i; 1982 return i;
2252 } 1983
2253 return -1; 1984 return -1;
2254} 1985}
2255 1986
2256/* 1987/*
2257 * The function permute(arr, begin, end) randomly reorders the array 1988 * The function permute(arr, begin, end) randomly reorders the array
2258 * arr[begin..end-1]. 1989 * arr[begin..end-1].
1990 * now uses a fisher-yates shuffle, old permute was broken
2259 */ 1991 */
2260static void 1992static void
2261permute (int *arr, int begin, int end) 1993permute (int *arr, int begin, int end)
2262{ 1994{
2263 int 1995 arr += begin;
2264 i,
2265 j,
2266 tmp,
2267 len;
2268
2269 len = end - begin; 1996 end -= begin;
2270 for (i = begin; i < end; i++)
2271 {
2272 j = begin + RANDOM () % len;
2273 1997
2274 tmp = arr[i]; 1998 while (--end)
2275 arr[i] = arr[j]; 1999 swap (arr [end], arr [RANDOM () % (end + 1)]);
2276 arr[j] = tmp;
2277 }
2278} 2000}
2279 2001
2280/* new function to make monster searching more efficient, and effective! 2002/* new function to make monster searching more efficient, and effective!
2281 * This basically returns a randomized array (in the passed pointer) of 2003 * This basically returns a randomized array (in the passed pointer) of
2282 * the spaces to find monsters. In this way, it won't always look for 2004 * the spaces to find monsters. In this way, it won't always look for
2285 * the 3x3 area will be searched, just not in a predictable order. 2007 * the 3x3 area will be searched, just not in a predictable order.
2286 */ 2008 */
2287void 2009void
2288get_search_arr (int *search_arr) 2010get_search_arr (int *search_arr)
2289{ 2011{
2290 int 2012 int i;
2291 i;
2292 2013
2293 for (i = 0; i < SIZEOFFREE; i++) 2014 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2295 search_arr[i] = i; 2015 search_arr[i] = i;
2296 }
2297 2016
2298 permute (search_arr, 1, SIZEOFFREE1 + 1); 2017 permute (search_arr, 1, SIZEOFFREE1 + 1);
2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2018 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2019 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2301} 2020}
2310 * Perhaps incorrectly, but I'm making the assumption that exclude 2029 * Perhaps incorrectly, but I'm making the assumption that exclude
2311 * is actually want is going to try and move there. We need this info 2030 * is actually want is going to try and move there. We need this info
2312 * because we have to know what movement the thing looking to move 2031 * because we have to know what movement the thing looking to move
2313 * there is capable of. 2032 * there is capable of.
2314 */ 2033 */
2315
2316int 2034int
2317find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2318{ 2036{
2319 int
2320 i,
2321 max = SIZEOFFREE, mflags; 2037 int i, max = SIZEOFFREE, mflags;
2322 2038
2323 sint16 nx, ny; 2039 sint16 nx, ny;
2324 object * 2040 object *tmp;
2325 tmp;
2326 maptile * 2041 maptile *mp;
2327 mp;
2328 2042
2329 MoveType blocked, move_type; 2043 MoveType blocked, move_type;
2330 2044
2331 if (exclude && exclude->head) 2045 if (exclude && exclude->head)
2332 { 2046 {
2344 mp = m; 2058 mp = m;
2345 nx = x + freearr_x[i]; 2059 nx = x + freearr_x[i];
2346 ny = y + freearr_y[i]; 2060 ny = y + freearr_y[i];
2347 2061
2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2062 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2063
2349 if (mflags & P_OUT_OF_MAP) 2064 if (mflags & P_OUT_OF_MAP)
2350 {
2351 max = maxfree[i]; 2065 max = maxfree[i];
2352 }
2353 else 2066 else
2354 { 2067 {
2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2068 mapspace &ms = mp->at (nx, ny);
2069
2070 blocked = ms.move_block;
2356 2071
2357 if ((move_type & blocked) == move_type) 2072 if ((move_type & blocked) == move_type)
2358 {
2359 max = maxfree[i]; 2073 max = maxfree[i];
2360 }
2361 else if (mflags & P_IS_ALIVE) 2074 else if (mflags & P_IS_ALIVE)
2362 { 2075 {
2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2076 for (tmp = ms.bot; tmp; tmp = tmp->above)
2364 { 2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2078 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366 {
2367 break; 2079 break;
2368 } 2080
2369 }
2370 if (tmp) 2081 if (tmp)
2371 {
2372 return freedir[i]; 2082 return freedir[i];
2373 }
2374 } 2083 }
2375 } 2084 }
2376 } 2085 }
2086
2377 return 0; 2087 return 0;
2378} 2088}
2379 2089
2380/* 2090/*
2381 * distance(object 1, object 2) will return the square of the 2091 * distance(object 1, object 2) will return the square of the
2382 * distance between the two given objects. 2092 * distance between the two given objects.
2383 */ 2093 */
2384
2385int 2094int
2386distance (const object *ob1, const object *ob2) 2095distance (const object *ob1, const object *ob2)
2387{ 2096{
2388 int
2389 i;
2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2097 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 return i;
2393} 2098}
2394 2099
2395/* 2100/*
2396 * find_dir_2(delta-x,delta-y) will return a direction in which 2101 * find_dir_2(delta-x,delta-y) will return a direction in which
2397 * an object which has subtracted the x and y coordinates of another 2102 * an object which has subtracted the x and y coordinates of another
2398 * object, needs to travel toward it. 2103 * object, needs to travel toward it.
2399 */ 2104 */
2400
2401int 2105int
2402find_dir_2 (int x, int y) 2106find_dir_2 (int x, int y)
2403{ 2107{
2404 int 2108 int q;
2405 q;
2406 2109
2407 if (y) 2110 if (y)
2408 q = x * 100 / y; 2111 q = x * 100 / y;
2409 else if (x) 2112 else if (x)
2410 q = -300 * x; 2113 q = -300 * x;
2435 2138
2436 return 3; 2139 return 3;
2437} 2140}
2438 2141
2439/* 2142/*
2440 * absdir(int): Returns a number between 1 and 8, which represent
2441 * the "absolute" direction of a number (it actually takes care of
2442 * "overflow" in previous calculations of a direction).
2443 */
2444
2445int
2446absdir (int d)
2447{
2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2452 return d;
2453}
2454
2455/*
2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2143 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2457 * between two directions (which are expected to be absolute (see absdir()) 2144 * between two directions (which are expected to be absolute (see absdir())
2458 */ 2145 */
2459
2460int 2146int
2461dirdiff (int dir1, int dir2) 2147dirdiff (int dir1, int dir2)
2462{ 2148{
2463 int 2149 int d;
2464 d;
2465 2150
2466 d = abs (dir1 - dir2); 2151 d = abs (dir1 - dir2);
2467 if (d > 4) 2152 if (d > 4)
2468 d = 8 - d; 2153 d = 8 - d;
2154
2469 return d; 2155 return d;
2470} 2156}
2471 2157
2472/* peterm: 2158/* peterm:
2473 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2159 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2476 * This basically means that if direction is 15, then it could either go 2162 * This basically means that if direction is 15, then it could either go
2477 * direction 4, 14, or 16 to get back to where we are. 2163 * direction 4, 14, or 16 to get back to where we are.
2478 * Moved from spell_util.c to object.c with the other related direction 2164 * Moved from spell_util.c to object.c with the other related direction
2479 * functions. 2165 * functions.
2480 */ 2166 */
2481
2482int
2483 reduction_dir[SIZEOFFREE][3] = { 2167int reduction_dir[SIZEOFFREE][3] = {
2484 {0, 0, 0}, /* 0 */ 2168 {0, 0, 0}, /* 0 */
2485 {0, 0, 0}, /* 1 */ 2169 {0, 0, 0}, /* 1 */
2486 {0, 0, 0}, /* 2 */ 2170 {0, 0, 0}, /* 2 */
2487 {0, 0, 0}, /* 3 */ 2171 {0, 0, 0}, /* 3 */
2488 {0, 0, 0}, /* 4 */ 2172 {0, 0, 0}, /* 4 */
2536 * find a path to that monster that we found. If not, 2220 * find a path to that monster that we found. If not,
2537 * we don't bother going toward it. Returns 1 if we 2221 * we don't bother going toward it. Returns 1 if we
2538 * can see a direct way to get it 2222 * can see a direct way to get it
2539 * Modified to be map tile aware -.MSW 2223 * Modified to be map tile aware -.MSW
2540 */ 2224 */
2541
2542
2543int 2225int
2544can_see_monsterP (maptile *m, int x, int y, int dir) 2226can_see_monsterP (maptile *m, int x, int y, int dir)
2545{ 2227{
2546 sint16 dx, dy; 2228 sint16 dx, dy;
2547 int
2548 mflags; 2229 int mflags;
2549 2230
2550 if (dir < 0) 2231 if (dir < 0)
2551 return 0; /* exit condition: invalid direction */ 2232 return 0; /* exit condition: invalid direction */
2552 2233
2553 dx = x + freearr_x[dir]; 2234 dx = x + freearr_x[dir];
2566 return 0; 2247 return 0;
2567 2248
2568 /* yes, can see. */ 2249 /* yes, can see. */
2569 if (dir < 9) 2250 if (dir < 9)
2570 return 1; 2251 return 1;
2252
2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2253 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2254 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2255 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2573} 2256}
2574
2575
2576 2257
2577/* 2258/*
2578 * can_pick(picker, item): finds out if an object is possible to be 2259 * can_pick(picker, item): finds out if an object is possible to be
2579 * picked up by the picker. Returnes 1 if it can be 2260 * picked up by the picker. Returnes 1 if it can be
2580 * picked up, otherwise 0. 2261 * picked up, otherwise 0.
2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2274 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2594} 2275}
2595 2276
2596
2597/* 2277/*
2598 * create clone from object to another 2278 * create clone from object to another
2599 */ 2279 */
2600object * 2280object *
2601object_create_clone (object *asrc) 2281object_create_clone (object *asrc)
2602{ 2282{
2603 object *
2604 dst = NULL, *tmp, *src, *part, *prev, *item; 2283 object *dst = 0, *tmp, *src, *part, *prev, *item;
2605 2284
2606 if (!asrc) 2285 if (!asrc)
2607 return NULL; 2286 return 0;
2287
2608 src = asrc; 2288 src = asrc;
2609 if (src->head) 2289 if (src->head)
2610 src = src->head; 2290 src = src->head;
2611 2291
2612 prev = NULL; 2292 prev = 0;
2613 for (part = src; part; part = part->more) 2293 for (part = src; part; part = part->more)
2614 { 2294 {
2615 tmp = get_object (); 2295 tmp = part->clone ();
2616 copy_object (part, tmp);
2617 tmp->x -= src->x; 2296 tmp->x -= src->x;
2618 tmp->y -= src->y; 2297 tmp->y -= src->y;
2298
2619 if (!part->head) 2299 if (!part->head)
2620 { 2300 {
2621 dst = tmp; 2301 dst = tmp;
2622 tmp->head = NULL; 2302 tmp->head = 0;
2623 } 2303 }
2624 else 2304 else
2625 {
2626 tmp->head = dst; 2305 tmp->head = dst;
2627 } 2306
2628 tmp->more = NULL; 2307 tmp->more = 0;
2308
2629 if (prev) 2309 if (prev)
2630 prev->more = tmp; 2310 prev->more = tmp;
2311
2631 prev = tmp; 2312 prev = tmp;
2632 } 2313 }
2633 2314
2634 for (item = src->inv; item; item = item->below) 2315 for (item = src->inv; item; item = item->below)
2635 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (object_create_clone (item), dst);
2641/* Basically, we save the content of the string to a temp file, then call */ 2322/* Basically, we save the content of the string to a temp file, then call */
2642/* load_object on it. I admit it is a highly inefficient way to make things, */ 2323/* load_object on it. I admit it is a highly inefficient way to make things, */
2643/* but it was simple to make and allows reusing the load_object function. */ 2324/* but it was simple to make and allows reusing the load_object function. */
2644/* Remember not to use load_object_str in a time-critical situation. */ 2325/* Remember not to use load_object_str in a time-critical situation. */
2645/* Also remember that multiparts objects are not supported for now. */ 2326/* Also remember that multiparts objects are not supported for now. */
2646
2647object * 2327object *
2648load_object_str (const char *obstr) 2328load_object_str (const char *obstr)
2649{ 2329{
2650 object *op; 2330 object *op;
2651 char filename[MAX_BUF]; 2331 char filename[MAX_BUF];
2661 } 2341 }
2662 2342
2663 fprintf (tempfile, obstr); 2343 fprintf (tempfile, obstr);
2664 fclose (tempfile); 2344 fclose (tempfile);
2665 2345
2666 op = get_object (); 2346 op = object::create ();
2667 2347
2668 object_thawer thawer (filename); 2348 object_thawer thawer (filename);
2669 2349
2670 if (thawer) 2350 if (thawer)
2671 load_object (thawer, op, 0); 2351 load_object (thawer, op, 0);
2681 * returns NULL if no match. 2361 * returns NULL if no match.
2682 */ 2362 */
2683object * 2363object *
2684find_obj_by_type_subtype (const object *who, int type, int subtype) 2364find_obj_by_type_subtype (const object *who, int type, int subtype)
2685{ 2365{
2686 object *tmp;
2687
2688 for (tmp = who->inv; tmp; tmp = tmp->below) 2366 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->type == type && tmp->subtype == subtype) 2367 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp; 2368 return tmp;
2691 2369
2692 return NULL; 2370 return 0;
2693} 2371}
2694 2372
2695/* If ob has a field named key, return the link from the list, 2373/* If ob has a field named key, return the link from the list,
2696 * otherwise return NULL. 2374 * otherwise return NULL.
2697 * 2375 *
2699 * do the desired thing. 2377 * do the desired thing.
2700 */ 2378 */
2701key_value * 2379key_value *
2702get_ob_key_link (const object *ob, const char *key) 2380get_ob_key_link (const object *ob, const char *key)
2703{ 2381{
2704 key_value *link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2382 for (key_value *link = ob->key_values; link; link = link->next)
2707 if (link->key == key) 2383 if (link->key == key)
2708 return link; 2384 return link;
2709 2385
2710 return NULL; 2386 return 0;
2711} 2387}
2712 2388
2713/* 2389/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2390 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2391 *
2755 * Returns TRUE on success. 2431 * Returns TRUE on success.
2756 */ 2432 */
2757int 2433int
2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2434set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{ 2435{
2760 key_value *
2761 field = NULL, *last = NULL; 2436 key_value *field = NULL, *last = NULL;
2762 2437
2763 for (field = op->key_values; field != NULL; field = field->next) 2438 for (field = op->key_values; field != NULL; field = field->next)
2764 { 2439 {
2765 if (field->key != canonical_key) 2440 if (field->key != canonical_key)
2766 { 2441 {
2794 /* IF we get here, key doesn't exist */ 2469 /* IF we get here, key doesn't exist */
2795 2470
2796 /* No field, we'll have to add it. */ 2471 /* No field, we'll have to add it. */
2797 2472
2798 if (!add_key) 2473 if (!add_key)
2799 {
2800 return FALSE; 2474 return FALSE;
2801 } 2475
2802 /* There isn't any good reason to store a null 2476 /* There isn't any good reason to store a null
2803 * value in the key/value list. If the archetype has 2477 * value in the key/value list. If the archetype has
2804 * this key, then we should also have it, so shouldn't 2478 * this key, then we should also have it, so shouldn't
2805 * be here. If user wants to store empty strings, 2479 * be here. If user wants to store empty strings,
2806 * should pass in "" 2480 * should pass in ""
2855 } 2529 }
2856 else 2530 else
2857 item = item->env; 2531 item = item->env;
2858} 2532}
2859 2533
2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561}
2562
2860// return a suitable string describing an objetc in enough detail to find it 2563// return a suitable string describing an object in enough detail to find it
2861const char * 2564const char *
2862object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2863{ 2566{
2567 char flagdesc[512];
2864 char info2[256 * 3]; 2568 char info2[256 * 4];
2865 char *p = info; 2569 char *p = info;
2866 2570
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2868 count, 2572 count, uuid.seq,
2869 &name, 2573 &name,
2870 title ? " " : "", 2574 title ? "\",title:\"" : "",
2871 title ? (const char *)title : ""); 2575 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type);
2872 2577
2873 if (env) 2578 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875 2580
2876 if (map) 2581 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2878 2583
2879 return info; 2584 return info;
2880} 2585}
2881 2586
2882const char * 2587const char *
2883object::debug_desc () const 2588object::debug_desc () const
2884{ 2589{
2885 static char info[256 * 3]; 2590 static char info[256 * 4];
2886 return debug_desc (info); 2591 return debug_desc (info);
2887} 2592}
2888 2593
2594const char *
2595object::debug_desc2 () const
2596{
2597 static char info[256 * 4];
2598 return debug_desc (info);
2599}
2600

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