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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.90 by root, Tue Dec 26 10:14:24 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * 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
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 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)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117 195
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 430}
458 431
459/* 432/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 434 * skill and experience objects.
494 } 467 }
495 468
496 op->key_values = 0; 469 op->key_values = 0;
497} 470}
498 471
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 472/*
552 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 478 * will point at garbage.
558 */ 479 */
559void 480void
560copy_object (object *op2, object *op) 481object::copy_to (object *dst)
561{ 482{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 485
565 op2->clone (op); 486 *(object_copy *)dst = *this;
566 487
567 if (is_freed) 488 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
569 if (is_removed) 491 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
571 493
572 if (op2->speed < 0) 494 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 496
575 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
576 if (op2->key_values) 498 if (key_values)
577 { 499 {
578 key_value *tail = 0; 500 key_value *tail = 0;
579 key_value *i; 501 key_value *i;
580 502
581 op->key_values = 0; 503 dst->key_values = 0;
582 504
583 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
584 { 506 {
585 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
586 508
587 new_link->next = 0; 509 new_link->next = 0;
588 new_link->key = i->key; 510 new_link->key = i->key;
589 new_link->value = i->value; 511 new_link->value = i->value;
590 512
591 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
592 if (!op->key_values) 514 if (!dst->key_values)
593 { 515 {
594 op->key_values = new_link; 516 dst->key_values = new_link;
595 tail = new_link; 517 tail = new_link;
596 } 518 }
597 else 519 else
598 { 520 {
599 tail->next = new_link; 521 tail->next = new_link;
600 tail = new_link; 522 tail = new_link;
601 } 523 }
602 } 524 }
603 } 525 }
604 526
605 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
606} 536}
607 537
608/* 538/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
623/* 553/*
624 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
627 */ 557 */
628
629void 558void
630update_ob_speed (object *op) 559object::set_speed (float speed)
631{ 560{
632 extern int arch_init; 561 extern int arch_init;
633 562
634 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated. 564 * since they never really need to be updated.
636 */ 565 */
637 566 if (flag [FLAG_FREED] && speed)
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 567 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 569 speed = 0;
645#endif
646 } 570 }
571
572 this->speed = speed;
573
647 if (arch_init) 574 if (arch_init)
648 {
649 return; 575 return;
650 } 576
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
652 { 578 {
653 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
655 return; 581 return;
656 582
657 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
658 * of the list. */ 584 * of the list. */
659 op->active_next = active_objects; 585 active_next = active_objects;
586
660 if (op->active_next != NULL) 587 if (active_next)
661 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
662 active_objects = op; 590 active_objects = this;
663 } 591 }
664 else 592 else
665 { 593 {
666 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
668 return; 596 return;
669 597
670 if (op->active_prev == NULL) 598 if (!active_prev)
671 { 599 {
672 active_objects = op->active_next; 600 active_objects = active_next;
601
673 if (op->active_next != NULL) 602 if (active_next)
674 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
675 } 604 }
676 else 605 else
677 { 606 {
678 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
679 if (op->active_next) 609 if (active_next)
680 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
681 } 611 }
612
682 op->active_next = NULL; 613 active_next = 0;
683 op->active_prev = NULL; 614 active_prev = 0;
684 } 615 }
685} 616}
686 617
687/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
688 * objects. 619 * objects.
714 op->active_next = NULL; 645 op->active_next = NULL;
715 op->active_prev = NULL; 646 op->active_prev = NULL;
716} 647}
717 648
718/* 649/*
719 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 653 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
726 * 657 *
727 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 659 * current action are:
733 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
738 */ 665 */
739
740void 666void
741update_object (object *op, int action) 667update_object (object *op, int action)
742{ 668{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
745 670
746 if (op == NULL) 671 if (op == NULL)
747 { 672 {
748 /* this should never happen */ 673 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 675 return;
751 } 676 }
752 677
753 if (op->env != NULL) 678 if (op->env)
754 { 679 {
755 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
756 * to do in this case. 681 * to do in this case.
757 */ 682 */
758 return; 683 return;
763 */ 688 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 690 return;
766 691
767 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 694 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 696#ifdef MANY_CORES
772 abort (); 697 abort ();
773#endif 698#endif
774 return; 699 return;
775 } 700 }
776 701
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
784 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
785 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 719 * to have move_allow right now.
809 */ 720 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 723 m.flags_ = P_NEED_UPDATE;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 724 }
816 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 727 * that is being removed.
819 */ 728 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
822 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
824 else 733 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 735
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 736 if (op->more)
834 update_object (op->more, action); 737 update_object (op->more, action);
835} 738}
836 739
837static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
838static std::vector<object *> freed; 741object *object::first;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855 742
856object::object () 743object::object ()
857{ 744{
858 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
859 746
860 expmul = 1.0; 747 expmul = 1.0;
861 face = blank_face; 748 face = blank_face;
862 attacked_by_count = -1;
863} 749}
864 750
865object::~object () 751object::~object ()
866{ 752{
867 free_key_values (this); 753 free_key_values (this);
868} 754}
869 755
870void object::link () 756void object::link ()
871{ 757{
872 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
873 760
874 prev = 0; 761 prev = 0;
875 next = objects; 762 next = object::first;
876 763
877 if (objects) 764 if (object::first)
878 objects->prev = this; 765 object::first->prev = this;
879 766
880 objects = this; 767 object::first = this;
881} 768}
882 769
883void object::unlink () 770void object::unlink ()
884{ 771{
885 count = 0; 772 if (this == object::first)
773 object::first = next;
886 774
887 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
891 prev = 0; 779 prev = 0;
892 }
893
894 if (next)
895 {
896 next->prev = prev;
897 next = 0; 780 next = 0;
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 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 } 795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
899 804
900 if (this == objects) 805 if (op->flag [FLAG_STARTEQUIP]
901 objects = next; 806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
819 }
902} 820}
903 821
904object *object::create () 822object *object::create ()
905{ 823{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 824 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 825 op->link ();
921 return op; 826 return op;
922} 827}
923 828
924/* 829void
925 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 831{
936 if (QUERY_FLAG (this, FLAG_FREED)) 832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
937 return; 842 return;
938 843
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 844 flag [FLAG_FREED] = 1;
940 remove_ob (this);
941 845
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 846 attachable::do_destroy ();
943 remove_friendly_object (this);
944 847
945 SET_FLAG (this, FLAG_FREED); 848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
946 873
947 if (more) 874 if (more)
948 { 875 {
949 more->free (free_inventory); 876 more->destroy ();
950 more = 0; 877 more = 0;
951 } 878 }
952 879
953 if (inv) 880 // clear those pointers that likely might have circular references to us
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0; 881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
996 884
997 /* Remove object from the active list */ 885 // only relevant for players(?), but make sure of it anyways
998 speed = 0; 886 contr = 0;
999 update_ob_speed (this); 887}
1000 888
1001 unlink (); 889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
893 return;
1002 894
1003 mortals.push_back (this); 895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1004} 899}
1005 900
1006/* 901/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1009 */ 904 */
1010
1011void 905void
1012sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
1013{ 907{
1014 while (op != NULL) 908 while (op != NULL)
1015 { 909 {
1016 if (op->type == CONTAINER) 910 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 912
1020 op->carrying -= weight; 913 op->carrying -= weight;
1021 op = op->env; 914 op = op->env;
1022 } 915 }
1023} 916}
1024 917
1025/* remove_ob(op): 918/* op->remove ():
1026 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 923 * the previous environment.
1031 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1032 */ 925 */
1033
1034void 926void
1035remove_ob (object *op) 927object::remove ()
1036{ 928{
929 object *tmp, *last = 0;
1037 object * 930 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 931
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 933 return;
1056 934
1057 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1058 937
1059 if (op->more != NULL) 938 if (more)
1060 remove_ob (op->more); 939 more->remove ();
1061 940
1062 /* 941 /*
1063 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1064 * inventory. 943 * inventory.
1065 */ 944 */
1066 if (op->env != NULL) 945 if (env)
1067 { 946 {
1068 if (op->nrof) 947 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1070 else 949 else
1071 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1072 951
1073 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 954 * to save cpu time.
1076 */ 955 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 957 otmp->update_stats ();
1079 958
1080 if (op->above != NULL) 959 if (above != NULL)
1081 op->above->below = op->below; 960 above->below = below;
1082 else 961 else
1083 op->env->inv = op->below; 962 env->inv = below;
1084 963
1085 if (op->below != NULL) 964 if (below != NULL)
1086 op->below->above = op->above; 965 below->above = above;
1087 966
1088 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1091 */ 970 */
1092 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1093 op->map = op->env->map; 972 map = env->map;
1094 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1095 op->env = NULL; 974 env = 0;
1096 } 975 }
1097 else if (op->map) 976 else if (map)
1098 { 977 {
1099 x = op->x;
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 }
1113
1114 if (op->map != m)
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1120 */ 980 */
1121 981
1122 /* link the object above us */ 982 /* link the object above us */
1123 if (op->above) 983 if (above)
1124 op->above->below = op->below; 984 above->below = below;
1125 else 985 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1127 987
1128 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1129 if (op->below) 989 if (below)
1130 op->below->above = op->above; 990 below->above = above;
1131 else 991 else
1132 { 992 {
1133 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1135 * evident 995 * evident
1136 */ 996 */
1137 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1138 { 998 {
1139 dump_object (op); 999 char *dump = dump_object (this);
1140 LOG (llevError, 1000 LOG (llevError,
1141 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1001 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1002 free (dump);
1142 dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1143 LOG (llevError, "%s\n", errmsg); 1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1144 } 1006 }
1145 1007
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1147 } 1009 }
1148 1010
1149 op->above = 0; 1011 above = 0;
1150 op->below = 0; 1012 below = 0;
1151 1013
1152 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1153 return; 1015 return;
1154 1016
1155 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 1018
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1159 { 1020 {
1160 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1161 * being removed. 1022 * being removed.
1162 */ 1023 */
1163 1024
1164 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1165 { 1026 {
1166 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1168 * appropriately. 1029 * appropriately.
1169 */ 1030 */
1170 if (tmp->container == op) 1031 if (tmp->container == this)
1171 { 1032 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1034 tmp->container = 0;
1174 } 1035 }
1175 1036
1176 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1177 } 1039 }
1178 1040
1179 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1045 {
1182 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1183 1047
1184 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 } 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1188 } 1051 }
1189 1052
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1054
1192 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1193 tmp->above = NULL; 1056 tmp->above = 0;
1194 1057
1195 last = tmp; 1058 last = tmp;
1196 } 1059 }
1197 1060
1198 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL of there are no objects on this space */
1199 if (last == NULL) 1062 if (!last)
1200 { 1063 map->at (x, y).flags_ = P_NEED_UPDATE;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1064 else
1210 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1211 1066
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1214 } 1069 }
1215} 1070}
1216 1071
1217/* 1072/*
1218 * merge_ob(op,top): 1073 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1075 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1076 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1077 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1078 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1079 */
1225
1226object * 1080object *
1227merge_ob (object *op, object *top) 1081merge_ob (object *op, object *top)
1228{ 1082{
1229 if (!op->nrof) 1083 if (!op->nrof)
1230 return 0; 1084 return 0;
1231 1085
1232 if (top == NULL) 1086 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1234 1089
1235 for (; top != NULL; top = top->below) 1090 for (; top; top = top->below)
1236 { 1091 {
1237 if (top == op) 1092 if (top == op)
1238 continue; 1093 continue;
1239 if (CAN_MERGE (op, top)) 1094
1095 if (object::can_merge (op, top))
1240 { 1096 {
1241 top->nrof += op->nrof; 1097 top->nrof += op->nrof;
1242 1098
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1101 op->destroy ();
1246 free_object (op);
1247 return top; 1102 return top;
1248 } 1103 }
1249 } 1104 }
1250 1105
1251 return NULL; 1106 return 0;
1252} 1107}
1253 1108
1254/* 1109/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1110 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1256 * job preparing multi-part monsters 1111 * job preparing multi-part monsters
1257 */ 1112 */
1258object * 1113object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1114insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1115{
1261 object *tmp; 1116 object *tmp;
1262 1117
1263 if (op->head) 1118 if (op->head)
1264 op = op->head; 1119 op = op->head;
1290 * Return value: 1145 * Return value:
1291 * new object if 'op' was merged with other object 1146 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1147 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1148 * just 'op' otherwise
1294 */ 1149 */
1295
1296object * 1150object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1152{
1299 object *tmp, *top, *floor = NULL; 1153 object *tmp, *top, *floor = NULL;
1300 sint16 x, y; 1154 sint16 x, y;
1301 1155
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1156 if (QUERY_FLAG (op, FLAG_FREED))
1305 return NULL; 1159 return NULL;
1306 } 1160 }
1307 1161
1308 if (m == NULL) 1162 if (m == NULL)
1309 { 1163 {
1310 dump_object (op); 1164 char *dump = dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1166 free (dump);
1312 return op; 1167 return op;
1313 } 1168 }
1314 1169
1315 if (out_of_map (m, op->x, op->y)) 1170 if (out_of_map (m, op->x, op->y))
1316 { 1171 {
1317 dump_object (op); 1172 char *dump = dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1173 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1319#ifdef MANY_CORES 1174#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1175 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1176 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1177 * improperly inserted.
1323 */ 1178 */
1324 abort (); 1179 abort ();
1325#endif 1180#endif
1181 free (dump);
1326 return op; 1182 return op;
1327 } 1183 }
1328 1184
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1186 {
1331 dump_object (op); 1187 char *dump = dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1333 return op; 1190 return op;
1334 } 1191 }
1335 1192
1336 if (op->more != NULL) 1193 if (op->more)
1337 { 1194 {
1338 /* The part may be on a different map. */ 1195 /* The part may be on a different map. */
1339 1196
1340 object *more = op->more; 1197 object *more = op->more;
1341 1198
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 { 1215 {
1359 if (!op->head) 1216 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 1218
1362 return NULL; 1219 return 0;
1363 } 1220 }
1364 } 1221 }
1365 1222
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1223 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1224
1375 1232
1376 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1377 */ 1234 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1381 { 1238 {
1382 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1240 tmp->destroy ();
1384 free_object (tmp);
1385 } 1241 }
1386 1242
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1245
1402 op->below = originator->below; 1258 op->below = originator->below;
1403 1259
1404 if (op->below) 1260 if (op->below)
1405 op->below->above = op; 1261 op->below->above = op;
1406 else 1262 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1263 op->ms ().bot = op;
1408 1264
1409 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1410 originator->below = op; 1266 originator->below = op;
1411 } 1267 }
1412 else 1268 else
1458 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1316 * stacking is a bit odd.
1461 */ 1317 */
1462 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP) &&
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464 { 1320 {
1465 for (last = top; last != floor; last = last->below) 1321 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1323 break;
1468 /* Check to see if we found the object that blocks view, 1324 /* Check to see if we found the object that blocks view,
1491 1347
1492 if (op->above) 1348 if (op->above)
1493 op->above->below = op; 1349 op->above->below = op;
1494 1350
1495 op->below = NULL; 1351 op->below = NULL;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1352 op->ms ().bot = op;
1497 } 1353 }
1498 else 1354 else
1499 { /* get inserted into the stack above top */ 1355 { /* get inserted into the stack above top */
1500 op->above = top->above; 1356 op->above = top->above;
1501 1357
1505 op->below = top; 1361 op->below = top;
1506 top->above = op; 1362 top->above = op;
1507 } 1363 }
1508 1364
1509 if (op->above == NULL) 1365 if (op->above == NULL)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1366 op->ms ().top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1367 } /* else not INS_BELOW_ORIGINATOR */
1512 1368
1513 if (op->type == PLAYER) 1369 if (op->type == PLAYER)
1514 op->contr->do_los = 1; 1370 op->contr->do_los = 1;
1515 1371
1516 /* If we have a floor, we know the player, if any, will be above 1372 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1373 * it, so save a few ticks and start from there.
1518 */ 1374 */
1519 if (!(flag & INS_MAP_LOAD)) 1375 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1376 if (object *pl = op->ms ().player ())
1521 if (tmp->type == PLAYER) 1377 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1378 pl->contr->ns->floorbox_update ();
1523 1379
1524 /* If this object glows, it may affect lighting conditions that are 1380 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1381 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1382 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1383 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1384 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1385 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1386 * or just updating the P_NEED_UPDATE for spaces within this area
1531 * of effect may be sufficient. 1387 * of effect may be sufficient.
1532 */ 1388 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1389 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1390 update_all_los (op->map, op->x, op->y);
1535 1391
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1392 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1393 update_object (op, UP_OBJ_INSERT);
1538 1394
1395 INVOKE_OBJECT (INSERT, op);
1396
1539 /* Don't know if moving this to the end will break anything. However, 1397 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1398 * we want to have floorbox_update called before calling this.
1541 * 1399 *
1542 * check_move_on() must be after this because code called from 1400 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1401 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1402 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1403 * update_object().
1547 1405
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1406 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1407 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1408 {
1551 if (check_move_on (op, originator)) 1409 if (check_move_on (op, originator))
1552 return NULL; 1410 return 0;
1553 1411
1554 /* If we are a multi part object, lets work our way through the check 1412 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1413 * walk on's.
1556 */ 1414 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1416 if (check_move_on (tmp, originator))
1559 return NULL; 1417 return 0;
1560 } 1418 }
1561 1419
1562 return op; 1420 return op;
1563} 1421}
1564 1422
1565/* this function inserts an object in the map, but if it 1423/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1424 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1425 * op is the object to insert it under: supplies x and the map.
1568 */ 1426 */
1569void 1427void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1428replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1429{
1572 object * 1430 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1431
1577 /* first search for itself and remove any old instances */ 1432 /* first search for itself and remove any old instances */
1578 1433
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1436 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1437
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1438 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1439
1590 tmp1->x = op->x; 1440 tmp1->x = op->x;
1591 tmp1->y = op->y; 1441 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1442 insert_ob_in_map (tmp1, op->map, op, 0);
1593} 1443}
1601 */ 1451 */
1602 1452
1603object * 1453object *
1604get_split_ob (object *orig_ob, uint32 nr) 1454get_split_ob (object *orig_ob, uint32 nr)
1605{ 1455{
1606 object * 1456 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1458
1611 if (orig_ob->nrof < nr) 1459 if (orig_ob->nrof < nr)
1612 { 1460 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1461 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1462 return NULL;
1615 } 1463 }
1616 1464
1617 newob = object_create_clone (orig_ob); 1465 newob = object_create_clone (orig_ob);
1618 1466
1619 if ((orig_ob->nrof -= nr) < 1) 1467 if ((orig_ob->nrof -= nr) < 1)
1620 { 1468 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1469 else if (!is_removed)
1626 { 1470 {
1627 if (orig_ob->env != NULL) 1471 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1472 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1473 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1649 1493
1650object * 1494object *
1651decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1652{ 1496{
1653 object *tmp; 1497 object *tmp;
1654 player *pl;
1655 1498
1656 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1500 return op;
1658 1501
1659 if (i > op->nrof) 1502 if (i > op->nrof)
1660 i = op->nrof; 1503 i = op->nrof;
1661 1504
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1506 op->nrof -= i;
1664 else if (op->env != NULL) 1507 else if (op->env)
1665 { 1508 {
1666 /* is this object in the players inventory, or sub container 1509 /* is this object in the players inventory, or sub container
1667 * therein? 1510 * therein?
1668 */ 1511 */
1669 tmp = is_player_inv (op->env); 1512 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1513 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1514 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1515 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1516 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1517 * and then searching the map for a player.
1675 */ 1518 */
1676 if (!tmp) 1519 if (!tmp)
1677 { 1520 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1680 break; 1524 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1525 }
1686 1526
1687 if (i < op->nrof) 1527 if (i < op->nrof)
1688 { 1528 {
1689 sub_weight (op->env, op->weight * i); 1529 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1530 op->nrof -= i;
1691 if (tmp) 1531 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1532 esrv_send_item (tmp, op);
1694 }
1695 } 1533 }
1696 else 1534 else
1697 { 1535 {
1698 remove_ob (op); 1536 op->remove ();
1699 op->nrof = 0; 1537 op->nrof = 0;
1700 if (tmp) 1538 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1539 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1540 }
1705 } 1541 }
1706 else 1542 else
1707 { 1543 {
1708 object *above = op->above; 1544 object *above = op->above;
1709 1545
1710 if (i < op->nrof) 1546 if (i < op->nrof)
1711 op->nrof -= i; 1547 op->nrof -= i;
1712 else 1548 else
1713 { 1549 {
1714 remove_ob (op); 1550 op->remove ();
1715 op->nrof = 0; 1551 op->nrof = 0;
1716 } 1552 }
1717 1553
1718 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1721 { 1557 {
1722 if (op->nrof) 1558 if (op->nrof)
1723 esrv_send_item (tmp, op); 1559 esrv_send_item (tmp, op);
1724 else 1560 else
1728 1564
1729 if (op->nrof) 1565 if (op->nrof)
1730 return op; 1566 return op;
1731 else 1567 else
1732 { 1568 {
1733 free_object (op); 1569 op->destroy ();
1734 return NULL; 1570 return 0;
1735 } 1571 }
1736} 1572}
1737 1573
1738/* 1574/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1587 op->carrying += weight;
1752 op = op->env; 1588 op = op->env;
1753 } 1589 }
1754} 1590}
1755 1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1600 return op;
1601 }
1602
1603 if (where->head)
1604 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1608
1609 return where->insert (op);
1610}
1611
1756/* 1612/*
1757 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1758 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1759 * inside the object environment. 1615 * inside the object environment.
1760 * 1616 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1768 */ 1619 */
1769 1620
1770object * 1621object *
1771insert_ob_in_ob (object *op, object *where) 1622object::insert (object *op)
1772{ 1623{
1773 object * 1624 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1625
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1626 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1627 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1628
1797 if (op->more) 1629 if (op->more)
1798 { 1630 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1632 return op;
1802 1634
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1637 if (op->nrof)
1806 { 1638 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1639 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1640 if (object::can_merge (tmp, op))
1809 { 1641 {
1810 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1643 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1645 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1646 * tmp->nrof, we need to increase the weight.
1815 */ 1647 */
1816 add_weight (where, op->weight * op->nrof); 1648 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1649 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1650 op->destroy (); /* free the inserted object */
1819 op = tmp; 1651 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1652 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1653 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1654 break;
1823 } 1655 }
1824 1656
1825 /* I assume combined objects have no inventory 1657 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1658 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1659 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1660 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1661 * the linking below
1830 */ 1662 */
1831 add_weight (where, op->weight * op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1832 } 1664 }
1833 else 1665 else
1834 add_weight (where, (op->weight + op->carrying)); 1666 add_weight (this, (op->weight + op->carrying));
1835 1667
1836 otmp = is_player_inv (where); 1668 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1669 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1671 otmp->update_stats ();
1841 }
1842 1672
1843 op->map = NULL; 1673 op->map = 0;
1844 op->env = where; 1674 op->env = this;
1845 op->above = NULL; 1675 op->above = 0;
1846 op->below = NULL; 1676 op->below = 0;
1847 op->x = 0, op->y = 0; 1677 op->x = 0, op->y = 0;
1848 1678
1849 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1680 if ((op->glow_radius != 0) && map)
1851 { 1681 {
1852#ifdef DEBUG_LIGHTS 1682#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1683 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1684#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1685 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1686 update_all_los (map, x, y);
1857 } 1687 }
1858 1688
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1689 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1690 * It sure simplifies this function...
1861 */ 1691 */
1862 if (where->inv == NULL) 1692 if (!inv)
1863 where->inv = op; 1693 inv = op;
1864 else 1694 else
1865 { 1695 {
1866 op->below = where->inv; 1696 op->below = inv;
1867 op->below->above = op; 1697 op->below->above = op;
1868 where->inv = op; 1698 inv = op;
1869 } 1699 }
1700
1701 INVOKE_OBJECT (INSERT, this);
1702
1870 return op; 1703 return op;
1871} 1704}
1872 1705
1873/* 1706/*
1874 * Checks if any objects has a move_type that matches objects 1707 * Checks if any objects has a move_type that matches objects
1892 */ 1725 */
1893 1726
1894int 1727int
1895check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1896{ 1729{
1897 object * 1730 object *tmp;
1898 tmp; 1731 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1905 1733
1906 MoveType 1734 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1735
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1737 return 0;
1913
1914 tag = op->count;
1915 1738
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1742
1935 1758
1936 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1938 */ 1761 */
1939 1762
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1941 { 1764 {
1942 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1767 * we don't need to check all of them.
1945 */ 1768 */
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1805 {
1983 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
1984 1807
1985 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1986 return 1; 1809 return 1;
1987 1810
1988 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2000/* 1823/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2004 */ 1827 */
2005
2006object * 1828object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1830{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2013 { 1832 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1834 return NULL;
2016 } 1835 }
1836
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2018 if (tmp->arch == at) 1838 if (tmp->arch == at)
2019 return tmp; 1839 return tmp;
1840
2020 return NULL; 1841 return NULL;
2021} 1842}
2022 1843
2023/* 1844/*
2024 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2027 */ 1848 */
2028
2029object * 1849object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2031{ 1851{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2036 { 1853 {
2037 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1855 return NULL;
2039 } 1856 }
1857
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2041 if (tmp->type == type) 1859 if (tmp->type == type)
2042 return tmp; 1860 return tmp;
1861
2043 return NULL; 1862 return NULL;
2044} 1863}
2045 1864
2046/* 1865/*
2047 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2050 */ 1869 */
2051
2052object * 1870object *
2053present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2054{ 1872{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1874 if (tmp->type == type)
2060 return tmp; 1875 return tmp;
1876
2061 return NULL; 1877 return NULL;
2062} 1878}
2063 1879
2064/* 1880/*
2065 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1892 * to be unique.
2077 */ 1893 */
2078
2079object * 1894object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1896{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1899 return tmp;
2089 } 1900
2090 return NULL; 1901 return 0;
2091} 1902}
2092 1903
2093/* 1904/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2097 */ 1908 */
2098
2099object * 1909object *
2100present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2101{ 1911{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1913 if (tmp->arch == at)
2107 return tmp; 1914 return tmp;
1915
2108 return NULL; 1916 return NULL;
2109} 1917}
2110 1918
2111/* 1919/*
2112 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2113 */ 1921 */
2114void 1922void
2115flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2116{ 1924{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1925 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1927 {
2123 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2125 } 1930 }
2126} /* 1931}
1932
1933/*
2127 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2128 */ 1935 */
2129void 1936void
2130unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2131{ 1938{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1939 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1941 {
2138 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2140 } 1944 }
2141} 1945}
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2148 */ 1952 */
2149
2150void 1953void
2151set_cheat (object *op) 1954set_cheat (object *op)
2152{ 1955{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 1979 * customized, changed states, etc.
2177 */ 1980 */
2178
2179int 1981int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 1983{
2182 int
2183 i,
2184 index = 0, flag; 1984 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2187 1986
2188 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2189 { 1988 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 1990 if (!flag)
2192 altern[index++] = i; 1991 altern [index++] = i;
2193 1992
2194 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2201 */ 2000 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 2002 stop = maxfree[i];
2204 } 2003 }
2004
2205 if (!index) 2005 if (!index)
2206 return -1; 2006 return -1;
2007
2207 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2208} 2009}
2209 2010
2210/* 2011/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2016 */
2216
2217int 2017int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2019{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2022 return i;
2227 } 2023
2228 return -1; 2024 return -1;
2229} 2025}
2230 2026
2231/* 2027/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2031 */
2235static void 2032static void
2236permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2237{ 2034{
2238 int 2035 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2036 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2037
2249 tmp = arr[i]; 2038 while (--end)
2250 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2040}
2254 2041
2255/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2048 */
2262void 2049void
2263get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2264{ 2051{
2265 int 2052 int i;
2266 i;
2267 2053
2268 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2055 search_arr[i] = i;
2271 }
2272 2056
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2060}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2072 * there is capable of.
2289 */ 2073 */
2290
2291int 2074int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2076{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2297 2078
2298 sint16 nx, ny; 2079 sint16 nx, ny;
2299 object * 2080 object *tmp;
2300 tmp; 2081 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2082
2304 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2305 2084
2306 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2307 { 2086 {
2319 mp = m; 2098 mp = m;
2320 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2322 2101
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2324 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2105 max = maxfree[i];
2327 }
2328 else 2106 else
2329 { 2107 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2331 2111
2332 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2113 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2337 { 2115 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2119 break;
2343 } 2120
2344 }
2345 if (tmp) 2121 if (tmp)
2346 {
2347 return freedir[i]; 2122 return freedir[i];
2348 }
2349 } 2123 }
2350 } 2124 }
2351 } 2125 }
2126
2352 return 0; 2127 return 0;
2353} 2128}
2354 2129
2355/* 2130/*
2356 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2132 * distance between the two given objects.
2358 */ 2133 */
2359
2360int 2134int
2361distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2362{ 2136{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2138}
2369 2139
2370/* 2140/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2374 */ 2144 */
2375
2376int 2145int
2377find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2378{ 2147{
2379 int 2148 int q;
2380 q;
2381 2149
2382 if (y) 2150 if (y)
2383 q = x * 100 / y; 2151 q = x * 100 / y;
2384 else if (x) 2152 else if (x)
2385 q = -300 * x; 2153 q = -300 * x;
2420int 2188int
2421absdir (int d) 2189absdir (int d)
2422{ 2190{
2423 while (d < 1) 2191 while (d < 1)
2424 d += 8; 2192 d += 8;
2193
2425 while (d > 8) 2194 while (d > 8)
2426 d -= 8; 2195 d -= 8;
2196
2427 return d; 2197 return d;
2428} 2198}
2429 2199
2430/* 2200/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2433 */ 2203 */
2434 2204
2435int 2205int
2436dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2437{ 2207{
2438 int 2208 int d;
2439 d;
2440 2209
2441 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2442 if (d > 4) 2211 if (d > 4)
2443 d = 8 - d; 2212 d = 8 - d;
2213
2444 return d; 2214 return d;
2445} 2215}
2446 2216
2447/* peterm: 2217/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2224 * functions.
2455 */ 2225 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2281 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2515 */ 2283 */
2516
2517
2518int 2284int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2286{
2521 sint16 dx, dy; 2287 sint16 dx, dy;
2522 int
2523 mflags; 2288 int mflags;
2524 2289
2525 if (dir < 0) 2290 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2527 2292
2528 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2541 return 0; 2306 return 0;
2542 2307
2543 /* yes, can see. */ 2308 /* yes, can see. */
2544 if (dir < 9) 2309 if (dir < 9)
2545 return 1; 2310 return 1;
2311
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2315}
2549
2550
2551 2316
2552/* 2317/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2334}
2570 2335
2571
2572/* 2336/*
2573 * create clone from object to another 2337 * create clone from object to another
2574 */ 2338 */
2575object * 2339object *
2576object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2577{ 2341{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2343
2581 if (!asrc) 2344 if (!asrc)
2582 return NULL; 2345 return 0;
2346
2583 src = asrc; 2347 src = asrc;
2584 if (src->head) 2348 if (src->head)
2585 src = src->head; 2349 src = src->head;
2586 2350
2587 prev = NULL; 2351 prev = 0;
2588 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2589 { 2353 {
2590 tmp = get_object (); 2354 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2355 tmp->x -= src->x;
2593 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2594 if (!part->head) 2358 if (!part->head)
2595 { 2359 {
2596 dst = tmp; 2360 dst = tmp;
2597 tmp->head = NULL; 2361 tmp->head = 0;
2598 } 2362 }
2599 else 2363 else
2600 {
2601 tmp->head = dst; 2364 tmp->head = dst;
2602 } 2365
2603 tmp->more = NULL; 2366 tmp->more = 0;
2367
2604 if (prev) 2368 if (prev)
2605 prev->more = tmp; 2369 prev->more = tmp;
2370
2606 prev = tmp; 2371 prev = tmp;
2607 } 2372 }
2608 2373
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2376
2615 return dst; 2377 return dst;
2616} 2378}
2617 2379
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2386object *
2640load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2641{ 2388{
2642 object * 2389 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2646 2391
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2393
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2651 2395
2652 if (tempfile == NULL) 2396 if (tempfile == NULL)
2653 { 2397 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2399 return NULL;
2656 }; 2400 }
2401
2657 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2403 fclose (tempfile);
2659 2404
2660 op = get_object (); 2405 op = object::create ();
2661 2406
2662 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2663 2408
2664 if (thawer) 2409 if (thawer)
2665 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2420 * returns NULL if no match.
2676 */ 2421 */
2677object * 2422object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2424{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2427 return tmp;
2686 2428
2687 return NULL; 2429 return 0;
2688} 2430}
2689 2431
2690/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2433 * otherwise return NULL.
2692 * 2434 *
2694 * do the desired thing. 2436 * do the desired thing.
2695 */ 2437 */
2696key_value * 2438key_value *
2697get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2698{ 2440{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2442 if (link->key == key)
2705 {
2706 return link; 2443 return link;
2707 }
2708 }
2709 2444
2710 return NULL; 2445 return 0;
2711} 2446}
2712 2447
2713/* 2448/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2450 *
2718 * The returned string is shared. 2453 * The returned string is shared.
2719 */ 2454 */
2720const char * 2455const char *
2721get_ob_key_value (const object *op, const char *const key) 2456get_ob_key_value (const object *op, const char *const key)
2722{ 2457{
2723 key_value * 2458 key_value *link;
2724 link; 2459 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2460
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2461 if (!canonical_key)
2731 { 2462 {
2732 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2467 */
2737 return NULL; 2468 return 0;
2738 } 2469 }
2739 2470
2740 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2742 */ 2473 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2474 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2475 if (link->key == canonical_key)
2746 {
2747 return link->value; 2476 return link->value;
2748 } 2477
2749 }
2750 return NULL; 2478 return 0;
2751} 2479}
2752 2480
2753 2481
2754/* 2482/*
2755 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2490 * Returns TRUE on success.
2763 */ 2491 */
2764int 2492int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2494{
2767 key_value *
2768 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2769 2496
2770 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2498 {
2772 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2773 { 2500 {
2801 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2802 2529
2803 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2804 2531
2805 if (!add_key) 2532 if (!add_key)
2806 {
2807 return FALSE; 2533 return FALSE;
2808 } 2534
2809 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2813 * should pass in "" 2539 * should pass in ""
2840{ 2566{
2841 shstr key_ (key); 2567 shstr key_ (key);
2842 2568
2843 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2570}
2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2579void
2580object::depth_iterator::next ()
2581{
2582 if (item->below)
2583 {
2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2589 else
2590 item = item->env;
2591}
2592
2593// return a suitable string describing an objetc in enough detail to find it
2594const char *
2595object::debug_desc (char *info) const
2596{
2597 char info2[256 * 3];
2598 char *p = info;
2599
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2601 count,
2602 &name,
2603 title ? " " : "",
2604 title ? (const char *)title : "");
2605
2606 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608
2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2611
2612 return info;
2613}
2614
2615const char *
2616object::debug_desc () const
2617{
2618 static char info[256 * 3];
2619 return debug_desc (info);
2620}
2621

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