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Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.101 by root, Mon Jan 1 17:30:33 2007 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 226 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
364{ 363{
365 if (!op) 364 if (!op)
366 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
367 366
368 object_freezer freezer; 367 object_freezer freezer;
369 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
370 return freezer.as_string (); 369 return freezer.as_string ();
371} 370}
372 371
373/* 372/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
467 } 466 }
468 467
469 op->key_values = 0; 468 op->key_values = 0;
470} 469}
471 470
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 471/*
515 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
518 * 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,
524{ 481{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 484
528 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 486
534 if (is_freed) 487 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
536 489
537 if (is_removed) 490 if (is_removed)
568 tail = new_link; 521 tail = new_link;
569 } 522 }
570 } 523 }
571 } 524 }
572 525
573 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
574} 527}
575 528
576object * 529object *
577object::clone () 530object::clone ()
578{ 531{
584/* 537/*
585 * 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
586 * 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
587 * 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.
588 */ 541 */
589
590void 542void
591update_turn_face (object *op) 543update_turn_face (object *op)
592{ 544{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 546 return;
547
595 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
597} 550}
598 551
599/* 552/*
600 * 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
601 * 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.
602 * 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.
603 */ 556 */
604void 557void
605update_ob_speed (object *op) 558object::set_speed (float speed)
606{ 559{
607 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 561 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 563 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 564 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 565
632 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 567
636 if (op->active_next != NULL) 568 if (has_active_speed ())
637 op->active_next->active_prev = op; 569 activate ();
638
639 active_objects = op;
640 }
641 else 570 else
642 { 571 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 572}
697 573
698/* 574/*
699 * update_object() updates the the map. 575 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
737 */ 613 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 615 return;
740 616
741 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
742 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)
743 { 619 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 621#ifdef MANY_CORES
746 abort (); 622 abort ();
747#endif 623#endif
748 return; 624 return;
749 } 625 }
750 626
751 mapspace &m = op->map->at (op->x, op->y); 627 mapspace &m = op->ms ();
752 628
753 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 630 /* nop */;
755 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
756 { 632 {
757 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* 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
768 * to have move_allow right now. 644 * to have move_allow right now.
769 */ 645 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
773 } 649 }
774 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 652 * that is being removed.
777 */ 653 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
782 else 658 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 660
785 if (op->more) 661 if (op->more)
786 update_object (op->more, action); 662 update_object (op->more, action);
787} 663}
788 664
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first; 665object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804 666
805object::object () 667object::object ()
806{ 668{
807 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
808 670
840 702
841 prev = 0; 703 prev = 0;
842 next = 0; 704 next = 0;
843} 705}
844 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
845object *object::create () 831object *object::create ()
846{ 832{
847 object *op = new object; 833 object *op = new object;
848 op->link (); 834 op->link ();
849 return op; 835 return op;
850} 836}
851 837
852/* 838void
853 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 840{
864 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
865 return; 851 return;
866 852
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
868 remove_friendly_object (this);
869 854
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
871 remove ();
872 856
873 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
874 858
875 if (more) 859 destroy_inv (true);
876 { 860 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 861
923 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
924 { 863 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 865
930 869
931 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 871 freed_map->width = 3;
933 freed_map->height = 3; 872 freed_map->height = 3;
934 873
935 freed_map->allocate (); 874 freed_map->alloc ();
936 } 875 }
937 876
938 map = freed_map; 877 map = freed_map;
939 x = 1; 878 x = 1;
940 y = 1; 879 y = 1;
941 } 880 }
942 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
943 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
944 owner = 0; 891 owner = 0;
945 enemy = 0; 892 enemy = 0;
946 attacked_by = 0; 893 attacked_by = 0;
947 894
948 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
949 contr = 0; 896 contr = 0;
897}
950 898
951 /* Remove object from the active list */ 899void
952 speed = 0; 900object::destroy (bool destroy_inventory)
953 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
954 904
955 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
956 907
957 mortals.push_back (this); 908 attachable::destroy ();
958} 909}
959 910
960/* 911/*
961 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
986object::remove () 937object::remove ()
987{ 938{
988 object *tmp, *last = 0; 939 object *tmp, *last = 0;
989 object *otmp; 940 object *otmp;
990 941
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 943 return;
995 944
996 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
997 947
998 if (more) 948 if (more)
999 more->remove (); 949 more->remove ();
1000 950
1001 /* 951 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 964 * to save cpu time.
1015 */ 965 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 967 otmp->update_stats ();
1018 968
1019 if (above != NULL) 969 if (above)
1020 above->below = below; 970 above->below = below;
1021 else 971 else
1022 env->inv = below; 972 env->inv = below;
1023 973
1024 if (below != NULL) 974 if (below)
1025 below->above = above; 975 below->above = above;
1026 976
1027 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 983 above = 0, below = 0;
1034 env = 0; 984 env = 0;
1035 } 985 }
1036 else if (map) 986 else if (map)
1037 { 987 {
1038 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
1041 995
1042 /* link the object above us */ 996 /* link the object above us */
1043 if (above) 997 if (above)
1044 above->below = below; 998 above->below = below;
1045 else 999 else
1063 dump = dump_object (GET_MAP_OB (map, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump); 1018 LOG (llevError, "%s\n", dump);
1065 free (dump); 1019 free (dump);
1066 } 1020 }
1067 1021
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1069 } 1023 }
1070 1024
1071 above = 0; 1025 above = 0;
1072 below = 0; 1026 below = 0;
1073 1027
1074 if (map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1075 return; 1029 return;
1076 1030
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1032
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1080 { 1034 {
1081 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1082 * being removed. 1036 * being removed.
1083 */ 1037 */
1084 1038
1088 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1089 * appropriately. 1043 * appropriately.
1090 */ 1044 */
1091 if (tmp->container == this) 1045 if (tmp->container == this)
1092 { 1046 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1048 tmp->container = 0;
1095 } 1049 }
1096 1050
1051 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1052 tmp->contr->ns->floorbox_update ();
1098 } 1053 }
1099 1054
1100 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1101 if (check_walk_off 1056 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1059 {
1105 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1062 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1064 }
1110 1065
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1114 tmp->above = 0; 1069 tmp->above = 0;
1115 1070
1116 last = tmp; 1071 last = tmp;
1117 } 1072 }
1118 1073
1119 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1076 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1077 map->at (x, y).flags_ = 0;
1122 else 1078 else
1123 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1124 1080
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1082 update_all_los (map, x, y);
1127 } 1083 }
1128} 1084}
1129 1085
1130/* 1086/*
1139merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1140{ 1096{
1141 if (!op->nrof) 1097 if (!op->nrof)
1142 return 0; 1098 return 0;
1143 1099
1144 if (top == NULL) 1100 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1146 1103
1147 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1148 { 1105 {
1149 if (top == op) 1106 if (top == op)
1150 continue; 1107 continue;
1151 1108
1152 if (object::can_merge (op, top)) 1109 if (object::can_merge (op, top))
1168 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1169 */ 1126 */
1170object * 1127object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1129{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1131 {
1180 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1182 } 1134 }
1183 1135
1202 * Return value: 1154 * Return value:
1203 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1157 * just 'op' otherwise
1206 */ 1158 */
1207
1208object * 1159object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1161{
1211 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1163 sint16 x, y;
1215 { 1166 {
1216 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL; 1168 return NULL;
1218 } 1169 }
1219 1170
1220 if (m == NULL) 1171 if (!m)
1221 { 1172 {
1222 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump); 1175 free (dump);
1225 return op; 1176 return op;
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump); 1198 free (dump);
1248 return op; 1199 return op;
1249 } 1200 }
1250 1201
1251 if (op->more != NULL) 1202 if (op->more)
1252 { 1203 {
1253 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1254 1205
1255 object *more = op->more; 1206 object *more = op->more;
1256 1207
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1224 {
1274 if (!op->head) 1225 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1227
1277 return NULL; 1228 return 0;
1278 } 1229 }
1279 } 1230 }
1280 1231
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1233
1289 y = op->y; 1240 y = op->y;
1290 1241
1291 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1292 */ 1243 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1246 if (object::can_merge (op, tmp))
1296 { 1247 {
1297 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1249 tmp->destroy ();
1299 } 1250 }
1316 op->below = originator->below; 1267 op->below = originator->below;
1317 1268
1318 if (op->below) 1269 if (op->below)
1319 op->below->above = op; 1270 op->below->above = op;
1320 else 1271 else
1321 op->map->at (op->x, op->y).bottom = op; 1272 op->ms ().bot = op;
1322 1273
1323 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1324 originator->below = op; 1275 originator->below = op;
1325 } 1276 }
1326 else 1277 else
1327 { 1278 {
1328 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 { 1281 {
1331 object *last = NULL; 1282 object *last = 0;
1332 1283
1333 /* 1284 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1344 */ 1295 */
1345
1346 while (top != NULL) 1296 while (top)
1347 { 1297 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1299 floor = top;
1350 1300
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405 1355
1406 if (op->above) 1356 if (op->above)
1407 op->above->below = op; 1357 op->above->below = op;
1408 1358
1409 op->below = NULL; 1359 op->below = 0;
1410 op->map->at (op->x, op->y).bottom = op; 1360 op->ms ().bot = op;
1411 } 1361 }
1412 else 1362 else
1413 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1414 op->above = top->above; 1364 op->above = top->above;
1415 1365
1418 1368
1419 op->below = top; 1369 op->below = top;
1420 top->above = op; 1370 top->above = op;
1421 } 1371 }
1422 1372
1423 if (op->above == NULL) 1373 if (!op->above)
1424 op->map->at (op->x, op->y).top = op; 1374 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1426 1376
1427 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1428 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1429 1385
1430 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1432 */ 1388 */
1433 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ()) 1390 if (object *pl = op->ms ().player ())
1391 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1392 pl->contr->ns->floorbox_update ();
1436 1393
1437 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1401 * of effect may be sufficient.
1445 */ 1402 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1448 1405
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1408
1409 INVOKE_OBJECT (INSERT, op);
1451 1410
1452 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1412 * we want to have floorbox_update called before calling this.
1454 * 1413 *
1455 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1460 1419
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1422 {
1464 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1465 return NULL; 1424 return 0;
1466 1425
1467 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1427 * walk on's.
1469 */ 1428 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1472 return NULL; 1431 return 0;
1473 } 1432 }
1474 1433
1475 return op; 1434 return op;
1476} 1435}
1477 1436
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1453
1495 tmp1->x = op->x; 1454 tmp1->x = op->x;
1496 tmp1->y = op->y; 1455 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1498} 1463}
1499 1464
1500/* 1465/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1470 * global static errmsg array.
1506 */ 1471 */
1507
1508object * 1472object *
1509get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1510{ 1474{
1511 object *newob; 1475 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1548 1512
1549object * 1513object *
1550decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1551{ 1515{
1552 object *tmp; 1516 object *tmp;
1553 player *pl;
1554 1517
1555 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1519 return op;
1557 1520
1558 if (i > op->nrof) 1521 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1536 * and then searching the map for a player.
1574 */ 1537 */
1575 if (!tmp) 1538 if (!tmp)
1576 { 1539 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1579 { 1541 {
1580 tmp = pl->ob; 1542 tmp = pl->ob;
1581 break; 1543 break;
1582 } 1544 }
1583 }
1584 1545
1585 if (i < op->nrof) 1546 if (i < op->nrof)
1586 { 1547 {
1587 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1549 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1725 1686
1726 otmp = this->in_player (); 1687 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1688 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1690 otmp->update_stats ();
1730 1691
1731 op->map = 0; 1692 op->map = 0;
1732 op->env = this; 1693 op->env = this;
1733 op->above = 0; 1694 op->above = 0;
1734 op->below = 0; 1695 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1699 if ((op->glow_radius != 0) && map)
1739 { 1700 {
1740#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1704 if (map->darkness)
1744 update_all_los (map, x, y); 1705 update_all_los (map, x, y);
1745 } 1706 }
1746 1707
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1709 * It sure simplifies this function...
1753 { 1714 {
1754 op->below = inv; 1715 op->below = inv;
1755 op->below->above = op; 1716 op->below->above = op;
1756 inv = op; 1717 inv = op;
1757 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1758 1721
1759 return op; 1722 return op;
1760} 1723}
1761 1724
1762/* 1725/*
1777 * 1740 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1743 * on top.
1781 */ 1744 */
1782
1783int 1745int
1784check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1785{ 1747{
1786 object *tmp; 1748 object *tmp;
1787 maptile *m = op->map; 1749 maptile *m = op->map;
1814 1776
1815 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1817 */ 1779 */
1818 1780
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1820 { 1782 {
1821 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1785 * we don't need to check all of them.
1824 */ 1786 */
1879/* 1841/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1883 */ 1845 */
1884
1885object * 1846object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1848{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1892 { 1850 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1852 return NULL;
1895 } 1853 }
1854
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1897 if (tmp->arch == at) 1856 if (tmp->arch == at)
1898 return tmp; 1857 return tmp;
1858
1899 return NULL; 1859 return NULL;
1900} 1860}
1901 1861
1902/* 1862/*
1903 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1906 */ 1866 */
1907
1908object * 1867object *
1909present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1910{ 1869{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
1915 { 1871 {
1916 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1873 return NULL;
1918 } 1874 }
1875
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1920 if (tmp->type == type) 1877 if (tmp->type == type)
1921 return tmp; 1878 return tmp;
1879
1922 return NULL; 1880 return NULL;
1923} 1881}
1924 1882
1925/* 1883/*
1926 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1929 */ 1887 */
1930
1931object * 1888object *
1932present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
1933{ 1890{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1892 if (tmp->type == type)
1939 return tmp; 1893 return tmp;
1894
1940 return NULL; 1895 return NULL;
1941} 1896}
1942 1897
1943/* 1898/*
1944 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1910 * to be unique.
1956 */ 1911 */
1957
1958object * 1912object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1914{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1917 return tmp;
1968 } 1918
1969 return NULL; 1919 return 0;
1970} 1920}
1971 1921
1972/* 1922/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1976 */ 1926 */
1977
1978object * 1927object *
1979present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
1980{ 1929{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1931 if (tmp->arch == at)
1986 return tmp; 1932 return tmp;
1933
1987 return NULL; 1934 return NULL;
1988} 1935}
1989 1936
1990/* 1937/*
1991 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1992 */ 1939 */
1993void 1940void
1994flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
1995{ 1942{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1943 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1945 {
2002 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2004 } 1948 }
2005} /* 1949}
1950
1951/*
2006 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2007 */ 1953 */
2008void 1954void
2009unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2010{ 1956{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1957 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1959 {
2017 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2019 } 1962 }
2020} 1963}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2027 */ 1970 */
2028
2029void 1971void
2030set_cheat (object *op) 1972set_cheat (object *op)
2031{ 1973{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1997 * customized, changed states, etc.
2056 */ 1998 */
2057
2058int 1999int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2001{
2061 int
2062 i,
2063 index = 0, flag; 2002 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2066 2004
2067 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2068 { 2006 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 2008 if (!flag)
2071 altern[index++] = i; 2009 altern [index++] = i;
2072 2010
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2034 */
2097
2098int 2035int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2037{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2040 return i;
2108 } 2041
2109 return -1; 2042 return -1;
2110} 2043}
2111 2044
2112/* 2045/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2049 */
2116static void 2050static void
2117permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2118{ 2052{
2119 int 2053 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2054 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2055
2130 tmp = arr[i]; 2056 while (--end)
2131 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2058}
2135 2059
2136/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2066 */
2143void 2067void
2144get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2145{ 2069{
2146 int 2070 int i;
2147 i;
2148 2071
2149 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2073 search_arr[i] = i;
2152 }
2153 2074
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2078}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2090 * there is capable of.
2170 */ 2091 */
2171
2172int 2092int
2173find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2094{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2178 2096
2179 sint16 nx, ny; 2097 sint16 nx, ny;
2180 object * 2098 object *tmp;
2181 tmp;
2182 maptile * 2099 maptile *mp;
2183 mp;
2184 2100
2185 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2186 2102
2187 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2188 { 2104 {
2205 2121
2206 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2123 max = maxfree[i];
2208 else 2124 else
2209 { 2125 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2211 2129
2212 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2131 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2215 { 2133 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2137 break;
2219 2138
2220 if (tmp) 2139 if (tmp)
2221 return freedir[i]; 2140 return freedir[i];
2222 } 2141 }
2228 2147
2229/* 2148/*
2230 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2150 * distance between the two given objects.
2232 */ 2151 */
2233
2234int 2152int
2235distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2236{ 2154{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2156}
2242 2157
2243/* 2158/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2247 */ 2162 */
2248
2249int 2163int
2250find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2251{ 2165{
2252 int q; 2166 int q;
2253 2167
2292int 2206int
2293absdir (int d) 2207absdir (int d)
2294{ 2208{
2295 while (d < 1) 2209 while (d < 1)
2296 d += 8; 2210 d += 8;
2211
2297 while (d > 8) 2212 while (d > 8)
2298 d -= 8; 2213 d -= 8;
2214
2299 return d; 2215 return d;
2300} 2216}
2301 2217
2302/* 2218/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2221 */
2306 2222
2307int 2223int
2308dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2309{ 2225{
2310 int 2226 int d;
2311 d;
2312 2227
2313 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2314 if (d > 4) 2229 if (d > 4)
2315 d = 8 - d; 2230 d = 8 - d;
2231
2316 return d; 2232 return d;
2317} 2233}
2318 2234
2319/* peterm: 2235/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2242 * functions.
2327 */ 2243 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2404object *
2492load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2493{ 2406{
2494 object *op; 2407 object *op;
2495 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2525 * returns NULL if no match. 2438 * returns NULL if no match.
2526 */ 2439 */
2527object * 2440object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2442{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2445 return tmp;
2535 2446
2536 return NULL; 2447 return 0;
2537} 2448}
2538 2449
2539/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2451 * otherwise return NULL.
2541 * 2452 *
2543 * do the desired thing. 2454 * do the desired thing.
2544 */ 2455 */
2545key_value * 2456key_value *
2546get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2547{ 2458{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2460 if (link->key == key)
2552 return link; 2461 return link;
2553 2462
2554 return NULL; 2463 return 0;
2555} 2464}
2556 2465
2557/* 2466/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2468 *
2599 * Returns TRUE on success. 2508 * Returns TRUE on success.
2600 */ 2509 */
2601int 2510int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2512{
2604 key_value *
2605 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2606 2514
2607 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2516 {
2609 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2610 { 2518 {
2638 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2639 2547
2640 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2641 2549
2642 if (!add_key) 2550 if (!add_key)
2643 {
2644 return FALSE; 2551 return FALSE;
2645 } 2552
2646 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2650 * should pass in "" 2557 * should pass in ""
2699 } 2606 }
2700 else 2607 else
2701 item = item->env; 2608 item = item->env;
2702} 2609}
2703 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2704// return a suitable string describing an objetc in enough detail to find it 2640// return a suitable string describing an object in enough detail to find it
2705const char * 2641const char *
2706object::debug_desc (char *info) const 2642object::debug_desc (char *info) const
2707{ 2643{
2644 char flagdesc[512];
2708 char info2[256 * 3]; 2645 char info2[256 * 4];
2709 char *p = info; 2646 char *p = info;
2710 2647
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2712 count, 2649 count, uuid.seq,
2713 &name, 2650 &name,
2714 title ? " " : "", 2651 title ? "\",title:" : "",
2715 title ? (const char *)title : ""); 2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2716 2654
2717 if (env) 2655 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2657
2720 if (map) 2658 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2660
2723 return info; 2661 return info;
2724} 2662}
2725 2663
2726const char * 2664const char *

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