ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short 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,
44 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
45}; 47};
46short 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,
141 * 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
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 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)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* 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
279 * 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
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * 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
391} 392}
392 393
393/* 394/*
394 * 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.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
482{ 479{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 482
486 *(object_copy *)dst = *this; 483 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 484
491 if (is_freed) 485 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
493 487
494 if (is_removed) 488 if (is_removed)
525 tail = new_link; 519 tail = new_link;
526 } 520 }
527 } 521 }
528 } 522 }
529 523
530 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
531} 525}
532 526
533object * 527object *
534object::clone () 528object::clone ()
535{ 529{
541/* 535/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
545 */ 539 */
546
547void 540void
548update_turn_face (object *op) 541update_turn_face (object *op)
549{ 542{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 544 return;
545
552 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
554} 548}
555 549
556/* 550/*
557 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
560 */ 554 */
561void 555void
562update_ob_speed (object *op) 556object::set_speed (float speed)
563{ 557{
564 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 559 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 561 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 562 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 563
589 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 565
593 if (op->active_next != NULL) 566 if (has_active_speed ())
594 op->active_next->active_prev = op; 567 activate ();
595
596 active_objects = op;
597 }
598 else 568 else
599 { 569 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 570}
654 571
655/* 572/*
656 * update_object() updates the the map. 573 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
694 */ 611 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 613 return;
697 614
698 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 617 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 619#ifdef MANY_CORES
703 abort (); 620 abort ();
704#endif 621#endif
705 return; 622 return;
706 } 623 }
707 624
708 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
709 626
710 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 628 /* nop */;
712 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
713 { 630 {
714 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 642 * to have move_allow right now.
726 */ 643 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
730 } 647 }
731 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 650 * that is being removed.
734 */ 651 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
739 else 656 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 658
742 if (op->more) 659 if (op->more)
743 update_object (op->more, action); 660 update_object (op->more, action);
744} 661}
745 662
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first; 663object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 664
762object::object () 665object::object ()
763{ 666{
764 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
765 668
772 free_key_values (this); 675 free_key_values (this);
773} 676}
774 677
775void object::link () 678void object::link ()
776{ 679{
777 count = ++ob_count;
778 uuid = gen_uuid (); 680 uuid = gen_uuid ();
779 681
780 prev = 0; 682 refcnt_inc ();
781 next = object::first; 683 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 684}
788 685
789void object::unlink () 686void object::unlink ()
790{ 687{
791 if (this == object::first) 688 objects.erase (this);
792 object::first = next; 689 refcnt_dec ();
690}
793 691
794 /* Remove this object from the list of used objects */ 692void
795 if (prev) prev->next = next; 693object::activate ()
796 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
797 698
798 prev = 0; 699 if (has_active_speed ())
799 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
800} 795}
801 796
802object *object::create () 797object *object::create ()
803{ 798{
804 object *op = new object; 799 object *op = new object;
805 op->link (); 800 op->link ();
806 return op; 801 return op;
807} 802}
808 803
809/* 804void
810 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 806{
821 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
822 return; 817 return;
823 818
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 set_speed (0);
825 remove_friendly_object (this);
826 820
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 flag [FLAG_FREED] = 1;
828 remove ();
829 822
830 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
831 824
832 if (more) 825 destroy_inv (true);
833 { 826 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 827
880 // hack to ensure that freed objects still have a valid map 828 // hack to ensure that freed objects still have a valid map
881 { 829 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 830 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 831
887 835
888 freed_map->name = "/internal/freed_objects_map"; 836 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 837 freed_map->width = 3;
890 freed_map->height = 3; 838 freed_map->height = 3;
891 839
892 freed_map->allocate (); 840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
893 } 842 }
894 843
895 map = freed_map; 844 map = freed_map;
896 x = 1; 845 x = 1;
897 y = 1; 846 y = 1;
898 } 847 }
899 848
849 head = 0;
850
851 if (more)
852 {
853 more->destroy ();
854 more = 0;
855 }
856
900 // clear those pointers that likely might have circular references to us 857 // clear those pointers that likely might have circular references to us
901 owner = 0; 858 owner = 0;
902 enemy = 0; 859 enemy = 0;
903 attacked_by = 0; 860 attacked_by = 0;
861}
904 862
905 // only relevant for players(?), but make sure of it anyways 863void
906 contr = 0; 864object::destroy (bool destroy_inventory)
865{
866 if (destroyed ())
867 return;
907 868
908 /* Remove object from the active list */ 869 if (destroy_inventory)
909 speed = 0; 870 destroy_inv (false);
910 update_ob_speed (this);
911 871
912 unlink (); 872 attachable::destroy ();
913
914 mortals.push_back (this);
915} 873}
916 874
917/* 875/*
918 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
943object::remove () 901object::remove ()
944{ 902{
945 object *tmp, *last = 0; 903 object *tmp, *last = 0;
946 object *otmp; 904 object *otmp;
947 905
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 907 return;
952 908
953 SET_FLAG (this, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
954 911
955 if (more) 912 if (more)
956 more->remove (); 913 more->remove ();
957 914
958 /* 915 /*
971 * to save cpu time. 928 * to save cpu time.
972 */ 929 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 931 otmp->update_stats ();
975 932
976 if (above != NULL) 933 if (above)
977 above->below = below; 934 above->below = below;
978 else 935 else
979 env->inv = below; 936 env->inv = below;
980 937
981 if (below != NULL) 938 if (below)
982 below->above = above; 939 below->above = above;
983 940
984 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
990 above = 0, below = 0; 947 above = 0, below = 0;
991 env = 0; 948 env = 0;
992 } 949 }
993 else if (map) 950 else if (map)
994 { 951 {
995 /* Re did the following section of code - it looks like it had 952 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 953 {
954 --map->players;
955 map->touch ();
956 }
957
958 map->dirty = true;
998 959
999 /* link the object above us */ 960 /* link the object above us */
1000 if (above) 961 if (above)
1001 above->below = below; 962 above->below = below;
1002 else 963 else
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 982 LOG (llevError, "%s\n", dump);
1022 free (dump); 983 free (dump);
1023 } 984 }
1024 985
1025 map->at (x, y).bottom = above; /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1026 } 987 }
1027 988
1028 above = 0; 989 above = 0;
1029 below = 0; 990 below = 0;
1030 991
1031 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1032 return; 993 return;
1033 994
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 996
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1037 { 998 {
1038 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1039 * being removed. 1000 * being removed.
1040 */ 1001 */
1041 1002
1045 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1046 * appropriately. 1007 * appropriately.
1047 */ 1008 */
1048 if (tmp->container == this) 1009 if (tmp->container == this)
1049 { 1010 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1012 tmp->container = 0;
1052 } 1013 }
1053 1014
1015 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1016 tmp->contr->ns->floorbox_update ();
1055 } 1017 }
1056 1018
1057 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1058 if (check_walk_off 1020 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1021 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1023 {
1062 move_apply (tmp, this, 0); 1024 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1026 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1028 }
1067 1029
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1071 tmp->above = 0; 1033 tmp->above = 0;
1072 1034
1073 last = tmp; 1035 last = tmp;
1074 } 1036 }
1075 1037
1076 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1040 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1079 else 1042 else
1080 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1081 1044
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1084 } 1047 }
1085} 1048}
1086 1049
1087/* 1050/*
1096merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1097{ 1060{
1098 if (!op->nrof) 1061 if (!op->nrof)
1099 return 0; 1062 return 0;
1100 1063
1101 if (top == NULL) 1064 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1103 1067
1104 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1105 { 1069 {
1106 if (top == op) 1070 if (top == op)
1107 continue; 1071 continue;
1108 1072
1109 if (object::can_merge (op, top)) 1073 if (object::can_merge (op, top))
1125 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1126 */ 1090 */
1127object * 1091object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1093{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1095 {
1137 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1139 } 1098 }
1140 1099
1159 * Return value: 1118 * Return value:
1160 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1121 * just 'op' otherwise
1163 */ 1122 */
1164
1165object * 1123object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1125{
1168 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1127 sint16 x, y;
1172 { 1130 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1132 return NULL;
1175 } 1133 }
1176 1134
1177 if (m == NULL) 1135 if (!m)
1178 { 1136 {
1179 char *dump = dump_object (op); 1137 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1139 free (dump);
1182 return op; 1140 return op;
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump); 1162 free (dump);
1205 return op; 1163 return op;
1206 } 1164 }
1207 1165
1208 if (op->more != NULL) 1166 if (op->more)
1209 { 1167 {
1210 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1211 1169
1212 object *more = op->more; 1170 object *more = op->more;
1213 1171
1214 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1218 */ 1176 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1179 else if (!more->map)
1222 { 1180 {
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1188 {
1231 if (!op->head) 1189 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1191
1234 return NULL; 1192 return 0;
1235 } 1193 }
1236 } 1194 }
1237 1195
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1197
1246 y = op->y; 1204 y = op->y;
1247 1205
1248 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1249 */ 1207 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1210 if (object::can_merge (op, tmp))
1253 { 1211 {
1254 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1213 tmp->destroy ();
1256 } 1214 }
1273 op->below = originator->below; 1231 op->below = originator->below;
1274 1232
1275 if (op->below) 1233 if (op->below)
1276 op->below->above = op; 1234 op->below->above = op;
1277 else 1235 else
1278 op->ms ().bottom = op; 1236 op->ms ().bot = op;
1279 1237
1280 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1281 originator->below = op; 1239 originator->below = op;
1282 } 1240 }
1283 else 1241 else
1284 { 1242 {
1285 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 { 1245 {
1288 object *last = NULL; 1246 object *last = 0;
1289 1247
1290 /* 1248 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1301 */ 1259 */
1302
1303 while (top != NULL) 1260 while (top)
1304 { 1261 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1263 floor = top;
1307 1264
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 1319
1363 if (op->above) 1320 if (op->above)
1364 op->above->below = op; 1321 op->above->below = op;
1365 1322
1366 op->below = NULL; 1323 op->below = 0;
1367 op->ms ().bottom = op; 1324 op->ms ().bot = op;
1368 } 1325 }
1369 else 1326 else
1370 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1371 op->above = top->above; 1328 op->above = top->above;
1372 1329
1375 1332
1376 op->below = top; 1333 op->below = top;
1377 top->above = op; 1334 top->above = op;
1378 } 1335 }
1379 1336
1380 if (op->above == NULL) 1337 if (!op->above)
1381 op->ms ().top = op; 1338 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1383 1340
1384 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1385 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1386 1349
1387 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1389 */ 1352 */
1390 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1354 if (object *pl = op->ms ().player ())
1355 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1356 pl->contr->ns->floorbox_update ();
1393 1357
1394 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1365 * of effect may be sufficient.
1402 */ 1366 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1405 1369
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1372
1373 INVOKE_OBJECT (INSERT, op);
1408 1374
1409 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1376 * we want to have floorbox_update called before calling this.
1411 * 1377 *
1412 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1417 1383
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1386 {
1421 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1422 return NULL; 1388 return 0;
1423 1389
1424 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1391 * walk on's.
1426 */ 1392 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1429 return NULL; 1395 return 0;
1430 } 1396 }
1431 1397
1432 return op; 1398 return op;
1433} 1399}
1434 1400
1441{ 1407{
1442 object *tmp, *tmp1; 1408 object *tmp, *tmp1;
1443 1409
1444 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1445 1411
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1414 tmp->destroy ();
1449 1415
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1417
1452 tmp1->x = op->x; 1418 tmp1->x = op->x;
1453 tmp1->y = op->y; 1419 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1427}
1456 1428
1457/* 1429/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1434 * global static errmsg array.
1463 */ 1435 */
1464
1465object * 1436object *
1466get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1467{ 1438{
1468 object *newob; 1439 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 if ((op->glow_radius != 0) && map) 1663 if ((op->glow_radius != 0) && map)
1693 { 1664 {
1694#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1668 if (map->darkness)
1698 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1699 } 1670 }
1700 1671
1701 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function... 1673 * It sure simplifies this function...
1707 { 1678 {
1708 op->below = inv; 1679 op->below = inv;
1709 op->below->above = op; 1680 op->below->above = op;
1710 inv = op; 1681 inv = op;
1711 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1712 1685
1713 return op; 1686 return op;
1714} 1687}
1715 1688
1716/* 1689/*
1731 * 1704 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1707 * on top.
1735 */ 1708 */
1736
1737int 1709int
1738check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1739{ 1711{
1740 object *tmp; 1712 object *tmp;
1741 maptile *m = op->map; 1713 maptile *m = op->map;
1768 1740
1769 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1771 */ 1743 */
1772 1744
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 { 1746 {
1775 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them. 1749 * we don't need to check all of them.
1778 */ 1750 */
1833/* 1805/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1837 */ 1809 */
1838
1839object * 1810object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1812{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1846 { 1814 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1816 return NULL;
1849 } 1817 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1851 if (tmp->arch == at) 1820 if (tmp->arch == at)
1852 return tmp; 1821 return tmp;
1822
1853 return NULL; 1823 return NULL;
1854} 1824}
1855 1825
1856/* 1826/*
1857 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1860 */ 1830 */
1861
1862object * 1831object *
1863present (unsigned char type, maptile *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
1864{ 1833{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
1869 { 1835 {
1870 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1837 return NULL;
1872 } 1838 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1841 if (tmp->type == type)
1875 return tmp; 1842 return tmp;
1843
1876 return NULL; 1844 return NULL;
1877} 1845}
1878 1846
1879/* 1847/*
1880 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1883 */ 1851 */
1884
1885object * 1852object *
1886present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
1887{ 1854{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1856 if (tmp->type == type)
1893 return tmp; 1857 return tmp;
1858
1894 return NULL; 1859 return NULL;
1895} 1860}
1896 1861
1897/* 1862/*
1898 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1874 * to be unique.
1910 */ 1875 */
1911
1912object * 1876object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1878{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1881 return tmp;
1922 } 1882
1923 return NULL; 1883 return 0;
1924} 1884}
1925 1885
1926/* 1886/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1930 */ 1890 */
1931
1932object * 1891object *
1933present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
1934{ 1893{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1895 if (tmp->arch == at)
1940 return tmp; 1896 return tmp;
1897
1941 return NULL; 1898 return NULL;
1942} 1899}
1943 1900
1944/* 1901/*
1945 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
1946 */ 1903 */
1947void 1904void
1948flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
1949{ 1906{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1907 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1909 {
1956 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
1958 } 1912 }
1959} /* 1913}
1914
1915/*
1960 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
1961 */ 1917 */
1962void 1918void
1963unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
1964{ 1920{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1921 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1923 {
1971 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
1973 } 1926 }
1974} 1927}
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
1981 */ 1934 */
1982
1983void 1935void
1984set_cheat (object *op) 1936set_cheat (object *op)
1985{ 1937{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 1961 * customized, changed states, etc.
2010 */ 1962 */
2011
2012int 1963int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 1965{
2015 int
2016 i,
2017 index = 0, flag; 1966 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2020 1968
2021 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2022 { 1970 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2024 if (!flag) 1972 if (!flag)
2025 altern[index++] = i; 1973 altern [index++] = i;
2026 1974
2027 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2046 * find_first_free_spot(archetype, maptile, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 1998 */
2051
2052int 1999int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2001{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2004 return i;
2062 } 2005
2063 return -1; 2006 return -1;
2064} 2007}
2065 2008
2066/* 2009/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2013 */
2070static void 2014static void
2071permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2072{ 2016{
2073 int 2017 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2018 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2019
2084 tmp = arr[i]; 2020 while (--end)
2085 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2022}
2089 2023
2090/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2030 */
2097void 2031void
2098get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2099{ 2033{
2100 int 2034 int i;
2101 i;
2102 2035
2103 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2037 search_arr[i] = i;
2106 }
2107 2038
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2042}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2054 * there is capable of.
2124 */ 2055 */
2125
2126int 2056int
2127find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2058{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2132 2060
2133 sint16 nx, ny; 2061 sint16 nx, ny;
2134 object * 2062 object *tmp;
2135 tmp;
2136 maptile * 2063 maptile *mp;
2137 mp;
2138 2064
2139 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2140 2066
2141 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2142 { 2068 {
2159 2085
2160 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2087 max = maxfree[i];
2162 else 2088 else
2163 { 2089 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2165 2093
2166 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2095 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2169 { 2097 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2101 break;
2173 2102
2174 if (tmp) 2103 if (tmp)
2175 return freedir[i]; 2104 return freedir[i];
2176 } 2105 }
2182 2111
2183/* 2112/*
2184 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2114 * distance between the two given objects.
2186 */ 2115 */
2187
2188int 2116int
2189distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2190{ 2118{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2120}
2196 2121
2197/* 2122/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2199 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2201 */ 2126 */
2202
2203int 2127int
2204find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2205{ 2129{
2206 int q; 2130 int q;
2207 2131
2246int 2170int
2247absdir (int d) 2171absdir (int d)
2248{ 2172{
2249 while (d < 1) 2173 while (d < 1)
2250 d += 8; 2174 d += 8;
2175
2251 while (d > 8) 2176 while (d > 8)
2252 d -= 8; 2177 d -= 8;
2178
2253 return d; 2179 return d;
2254} 2180}
2255 2181
2256/* 2182/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2259 */ 2185 */
2260 2186
2261int 2187int
2262dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2263{ 2189{
2264 int 2190 int d;
2265 d;
2266 2191
2267 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2268 if (d > 4) 2193 if (d > 4)
2269 d = 8 - d; 2194 d = 8 - d;
2195
2270 return d; 2196 return d;
2271} 2197}
2272 2198
2273/* peterm: 2199/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2277 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2206 * functions.
2281 */ 2207 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2439/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2444
2445object * 2368object *
2446load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2447{ 2370{
2448 object *op; 2371 object *op;
2449 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2479 * returns NULL if no match. 2402 * returns NULL if no match.
2480 */ 2403 */
2481object * 2404object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2406{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2409 return tmp;
2489 2410
2490 return NULL; 2411 return 0;
2491} 2412}
2492 2413
2493/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL. 2415 * otherwise return NULL.
2495 * 2416 *
2497 * do the desired thing. 2418 * do the desired thing.
2498 */ 2419 */
2499key_value * 2420key_value *
2500get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2501{ 2422{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2424 if (link->key == key)
2506 return link; 2425 return link;
2507 2426
2508 return NULL; 2427 return 0;
2509} 2428}
2510 2429
2511/* 2430/*
2512 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2513 * 2432 *
2553 * Returns TRUE on success. 2472 * Returns TRUE on success.
2554 */ 2473 */
2555int 2474int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2476{
2558 key_value *
2559 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2560 2478
2561 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2480 {
2563 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2564 { 2482 {
2592 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2593 2511
2594 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2595 2513
2596 if (!add_key) 2514 if (!add_key)
2597 {
2598 return FALSE; 2515 return FALSE;
2599 } 2516
2600 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2604 * should pass in "" 2521 * should pass in ""
2653 } 2570 }
2654 else 2571 else
2655 item = item->env; 2572 item = item->env;
2656} 2573}
2657 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2658// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2659const char * 2605const char *
2660object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2661{ 2607{
2608 char flagdesc[512];
2662 char info2[256 * 3]; 2609 char info2[256 * 4];
2663 char *p = info; 2610 char *p = info;
2664 2611
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2666 count, 2613 count, uuid.seq,
2667 &name, 2614 &name,
2668 title ? " " : "", 2615 title ? "\",title:" : "",
2669 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2670 2618
2671 if (env) 2619 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2621
2674 if (map) 2622 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2624
2677 return info; 2625 return info;
2678} 2626}
2679 2627
2680const char * 2628const char *
2681object::debug_desc () const 2629object::debug_desc () const
2682{ 2630{
2683 static char info[256 * 3]; 2631 static char info[256 * 4];
2684 return debug_desc (info); 2632 return debug_desc (info);
2685} 2633}
2686 2634

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines