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Revision: 1.104
Committed: Tue Jan 2 21:13:21 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.103: +7 -7 lines
Log Message:
activate_recursive etc. was using op->above, not op->below, so was not recursive at all

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.47 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33     #include <loader.h>
34 root 1.28
35 root 1.68 #include <bitset>
36    
37 elmex 1.1 int nrofallocobjects = 0;
38 root 1.39 static UUID uuid;
39     const uint64 UUID_SKIP = 1<<19;
40 elmex 1.1
41 root 1.24 object *active_objects; /* List of active objects that need to be processed */
42 elmex 1.1
43 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45     };
46     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48     };
49     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51     };
52     int freedir[SIZEOFFREE] = {
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,
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
55     };
56 elmex 1.1
57 root 1.39 static void
58     write_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    
78     static void
79     read_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 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 root 1.39 fclose (fp);
113     }
114    
115     UUID
116     gen_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    
128     void
129     init_uuid ()
130     {
131     read_uuid ();
132     }
133    
134 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 root 1.24 static int
136     compare_ob_value_lists_one (const object *wants, const object *has)
137     {
138     key_value *wants_field;
139    
140     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141     * objects with lists are rare, and lists stay short. If not, use a
142     * different structure or at least keep the lists sorted...
143     */
144    
145     /* For each field in wants, */
146 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 root 1.24 {
148     key_value *has_field;
149    
150     /* Look for a field in has with the same key. */
151     has_field = get_ob_key_link (has, wants_field->key);
152    
153     if (has_field == NULL)
154     {
155     /* No field with that name. */
156     return FALSE;
157     }
158    
159     /* Found the matching field. */
160     if (has_field->value != wants_field->value)
161     {
162     /* Values don't match, so this half of the comparison is false. */
163     return FALSE;
164     }
165    
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170     return TRUE;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.24 static int
175     compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190 root 1.66 * Check nrof variable *before* calling can_merge()
191 elmex 1.1 *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
196 root 1.16 {
197     /* A couple quicksanity checks */
198 root 1.66 if (ob1 == ob2
199     || ob1->type != ob2->type
200     || ob1->speed != ob2->speed
201     || ob1->value != ob2->value
202     || ob1->name != ob2->name)
203 root 1.16 return 0;
204    
205 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
206 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
207     * value could not be stored in a sint32 (which unfortunately sometimes is
208     * used to store nrof).
209     */
210     if (ob1->nrof + ob2->nrof >= 1UL << 31)
211     return 0;
212    
213     /* If the objects have been identified, set the BEEN_APPLIED flag.
214     * This is to the comparison of the flags below will be OK. We
215     * just can't ignore the been applied or identified flags, as they
216     * are not equal - just if it has been identified, the been_applied
217     * flags lose any meaning.
218     */
219     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221    
222     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 elmex 1.1
225 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 root 1.68 || ob1->arch != ob2->arch
227     || ob1->name != ob2->name
228     || ob1->title != ob2->title
229     || ob1->msg != ob2->msg
230     || ob1->weight != ob2->weight
231     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233     || ob1->attacktype != ob2->attacktype
234     || ob1->magic != ob2->magic
235     || ob1->slaying != ob2->slaying
236     || ob1->skill != ob2->skill
237     || ob1->value != ob2->value
238     || ob1->animation_id != ob2->animation_id
239     || ob1->client_type != ob2->client_type
240     || ob1->materialname != ob2->materialname
241     || ob1->lore != ob2->lore
242     || ob1->subtype != ob2->subtype
243     || ob1->move_type != ob2->move_type
244     || ob1->move_block != ob2->move_block
245     || ob1->move_allow != ob2->move_allow
246     || ob1->move_on != ob2->move_on
247     || ob1->move_off != ob2->move_off
248     || ob1->move_slow != ob2->move_slow
249     || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 root 1.16 return 0;
251    
252     /* This is really a spellbook check - really, we should
253     * check all objects in the inventory.
254     */
255     if (ob1->inv || ob2->inv)
256     {
257     /* if one object has inventory but the other doesn't, not equiv */
258     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 root 1.24 return 0;
260 root 1.16
261     /* Now check to see if the two inventory objects could merge */
262 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
263 root 1.24 return 0;
264 root 1.16
265     /* inventory ok - still need to check rest of this object to see
266     * if it is valid.
267     */
268     }
269 elmex 1.1
270 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
271     * it is possible for most any character to have more than one of
272     * some items equipped, and we don't want those to merge.
273     */
274     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275     return 0;
276 elmex 1.1
277 root 1.16 /* Note sure why the following is the case - either the object has to
278     * be animated or have a very low speed. Is this an attempted monster
279     * check?
280     */
281 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 root 1.16 return 0;
283 elmex 1.1
284 root 1.16 switch (ob1->type)
285     {
286 root 1.29 case SCROLL:
287     if (ob1->level != ob2->level)
288     return 0;
289     break;
290 root 1.16 }
291 elmex 1.1
292 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
293     {
294     /* At least one of these has key_values. */
295     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 root 1.24 /* One has fields, but the other one doesn't. */
297     return 0;
298 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
299 root 1.24 return 0;
300 elmex 1.1 }
301 root 1.16
302     //TODO: generate an event or call into perl for additional checks
303     if (ob1->self || ob2->self)
304     {
305     ob1->optimise ();
306     ob2->optimise ();
307    
308     if (ob1->self || ob2->self)
309 root 1.24 return 0;
310 elmex 1.1 }
311    
312 root 1.16 /* Everything passes, must be OK. */
313     return 1;
314 elmex 1.1 }
315 root 1.24
316 elmex 1.1 /*
317     * sum_weight() is a recursive function which calculates the weight
318     * an object is carrying. It goes through in figures out how much
319     * containers are carrying, and sums it up.
320     */
321 root 1.28 long
322 root 1.24 sum_weight (object *op)
323     {
324 root 1.28 long sum;
325 elmex 1.1 object *inv;
326 root 1.24
327     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328     {
329     if (inv->inv)
330     sum_weight (inv);
331     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332     }
333 root 1.37
334 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
335 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
336 root 1.37
337 root 1.24 if (op->carrying != sum)
338 elmex 1.1 op->carrying = sum;
339 root 1.37
340 elmex 1.1 return sum;
341     }
342    
343     /**
344     * Return the outermost environment object for a given object.
345     */
346    
347 root 1.24 object *
348     object_get_env_recursive (object *op)
349     {
350     while (op->env != NULL)
351     op = op->env;
352     return op;
353 elmex 1.1 }
354    
355     /*
356     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 root 1.11 * Some error messages.
358 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
359     */
360    
361 root 1.53 char *
362 root 1.24 dump_object (object *op)
363     {
364 root 1.53 if (!op)
365     return strdup ("[NULLOBJ]");
366 elmex 1.1
367 root 1.53 object_freezer freezer;
368 root 1.85 save_object (freezer, op, 1);
369 root 1.53 return freezer.as_string ();
370 elmex 1.1 }
371    
372     /*
373     * get_nearest_part(multi-object, object 2) returns the part of the
374     * multi-object 1 which is closest to the second object.
375     * If it's not a multi-object, it is returned.
376     */
377    
378 root 1.24 object *
379     get_nearest_part (object *op, const object *pl)
380     {
381     object *tmp, *closest;
382     int last_dist, i;
383    
384     if (op->more == NULL)
385 elmex 1.1 return op;
386 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387     if ((i = distance (tmp, pl)) < last_dist)
388     closest = tmp, last_dist = i;
389 elmex 1.1 return closest;
390     }
391    
392     /*
393     * Returns the object which has the count-variable equal to the argument.
394     */
395    
396 root 1.24 object *
397     find_object (tag_t i)
398     {
399 root 1.54 for (object *op = object::first; op; op = op->next)
400 root 1.24 if (op->count == i)
401 root 1.54 return op;
402 root 1.48
403 root 1.54 return 0;
404 elmex 1.1 }
405    
406     /*
407     * Returns the first object which has a name equal to the argument.
408     * Used only by the patch command, but not all that useful.
409     * Enables features like "patch <name-of-other-player> food 999"
410     */
411    
412 root 1.24 object *
413     find_object_name (const char *str)
414     {
415 root 1.35 shstr_cmp str_ (str);
416 elmex 1.1 object *op;
417 root 1.24
418 root 1.45 for (op = object::first; op != NULL; op = op->next)
419 root 1.35 if (op->name == str_)
420 elmex 1.1 break;
421 root 1.11
422 elmex 1.1 return op;
423     }
424    
425 root 1.24 void
426     free_all_object_data ()
427 root 1.14 {
428     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 elmex 1.1 }
430    
431     /*
432     * Sets the owner and sets the skill and exp pointers to owner's current
433     * skill and experience objects.
434     */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.30 if (!owner)
439 root 1.24 return;
440    
441     /* next line added to allow objects which own objects */
442     /* Add a check for ownercounts in here, as I got into an endless loop
443     * with the fireball owning a poison cloud which then owned the
444     * fireball. I believe that was caused by one of the objects getting
445     * freed and then another object replacing it. Since the ownercounts
446     * didn't match, this check is valid and I believe that cause is valid.
447     */
448 root 1.30 while (owner->owner)
449 root 1.24 owner = owner->owner;
450 elmex 1.1
451 root 1.30 this->owner = owner;
452 elmex 1.1 }
453    
454     /* Zero the key_values on op, decrementing the shared-string
455     * refcounts and freeing the links.
456     */
457 root 1.24 static void
458     free_key_values (object *op)
459 root 1.11 {
460 root 1.24 for (key_value *i = op->key_values; i != 0;)
461 root 1.11 {
462     key_value *next = i->next;
463     delete i;
464 root 1.24
465 root 1.11 i = next;
466 elmex 1.1 }
467 root 1.24
468 root 1.11 op->key_values = 0;
469 elmex 1.1 }
470    
471     /*
472 root 1.64 * copy_to first frees everything allocated by the dst object,
473     * and then copies the contents of itself into the second
474 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
475     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476     * if the first object is freed, the pointers in the new object
477     * will point at garbage.
478     */
479 root 1.24 void
480 root 1.64 object::copy_to (object *dst)
481 root 1.11 {
482 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484    
485     *(object_copy *)dst = *this;
486 root 1.11
487 root 1.24 if (is_freed)
488 root 1.64 SET_FLAG (dst, FLAG_FREED);
489 root 1.59
490 root 1.24 if (is_removed)
491 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
492 elmex 1.1
493 root 1.64 if (speed < 0)
494     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 elmex 1.1
496 root 1.11 /* Copy over key_values, if any. */
497 root 1.64 if (key_values)
498 root 1.14 {
499 root 1.23 key_value *tail = 0;
500 root 1.11 key_value *i;
501 elmex 1.1
502 root 1.64 dst->key_values = 0;
503 elmex 1.1
504 root 1.64 for (i = key_values; i; i = i->next)
505 root 1.11 {
506     key_value *new_link = new key_value;
507 root 1.8
508 root 1.24 new_link->next = 0;
509     new_link->key = i->key;
510 root 1.11 new_link->value = i->value;
511    
512     /* Try and be clever here, too. */
513 root 1.64 if (!dst->key_values)
514 root 1.11 {
515 root 1.64 dst->key_values = new_link;
516 root 1.11 tail = new_link;
517 root 1.8 }
518 root 1.11 else
519     {
520     tail->next = new_link;
521     tail = new_link;
522     }
523 root 1.14 }
524     }
525 root 1.2
526 root 1.87 dst->set_speed (dst->speed);
527 elmex 1.1 }
528    
529 root 1.65 object *
530     object::clone ()
531     {
532     object *neu = create ();
533     copy_to (neu);
534     return neu;
535     }
536    
537 elmex 1.1 /*
538     * If an object with the IS_TURNABLE() flag needs to be turned due
539     * to the closest player being on the other side, this function can
540     * be called to update the face variable, _and_ how it looks on the map.
541     */
542 root 1.24 void
543     update_turn_face (object *op)
544     {
545 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 root 1.24 return;
547 root 1.96
548 root 1.24 SET_ANIMATION (op, op->direction);
549     update_object (op, UP_OBJ_FACE);
550 elmex 1.1 }
551    
552     /*
553     * Updates the speed of an object. If the speed changes from 0 to another
554     * value, or vice versa, then add/remove the object from the active list.
555     * This function needs to be called whenever the speed of an object changes.
556     */
557 root 1.24 void
558 root 1.87 object::set_speed (float speed)
559 root 1.24 {
560 root 1.87 if (flag [FLAG_FREED] && speed)
561 root 1.24 {
562 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563     speed = 0;
564 elmex 1.1 }
565 root 1.31
566 root 1.87 this->speed = speed;
567    
568 elmex 1.97 if (has_active_speed ())
569 root 1.98 activate ();
570 root 1.24 else
571 root 1.98 deactivate ();
572 elmex 1.1 }
573    
574     /*
575 root 1.75 * update_object() updates the the map.
576 elmex 1.1 * It takes into account invisible objects (and represent squares covered
577     * by invisible objects by whatever is below them (unless it's another
578     * invisible object, etc...)
579     * If the object being updated is beneath a player, the look-window
580     * of that player is updated (this might be a suboptimal way of
581     * updating that window, though, since update_object() is called _often_)
582     *
583     * action is a hint of what the caller believes need to be done.
584     * current action are:
585     * UP_OBJ_INSERT: op was inserted
586     * UP_OBJ_REMOVE: op was removed
587     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588     * as that is easier than trying to look at what may have changed.
589     * UP_OBJ_FACE: only the objects face has changed.
590     */
591 root 1.24 void
592     update_object (object *op, int action)
593     {
594     MoveType move_on, move_off, move_block, move_slow;
595    
596     if (op == NULL)
597     {
598     /* this should never happen */
599     LOG (llevDebug, "update_object() called for NULL object.\n");
600     return;
601 elmex 1.1 }
602 root 1.24
603 root 1.75 if (op->env)
604 root 1.24 {
605     /* Animation is currently handled by client, so nothing
606     * to do in this case.
607     */
608     return;
609 elmex 1.1 }
610    
611 root 1.24 /* If the map is saving, don't do anything as everything is
612     * going to get freed anyways.
613     */
614     if (!op->map || op->map->in_memory == MAP_SAVING)
615     return;
616    
617     /* make sure the object is within map boundaries */
618 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 root 1.24 {
620     LOG (llevError, "update_object() called for object out of map!\n");
621 elmex 1.1 #ifdef MANY_CORES
622 root 1.24 abort ();
623 elmex 1.1 #endif
624 root 1.24 return;
625 elmex 1.1 }
626    
627 root 1.76 mapspace &m = op->ms ();
628 elmex 1.1
629 root 1.99 if (!(m.flags_ & P_UPTODATE))
630 root 1.75 /* nop */;
631     else if (action == UP_OBJ_INSERT)
632     {
633     // this is likely overkill, TODO: revisit (schmorp)
634     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640     || (m.move_on | op->move_on ) != m.move_on
641     || (m.move_off | op->move_off ) != m.move_off
642     || (m.move_slow | op->move_slow) != m.move_slow
643     /* This isn't perfect, but I don't expect a lot of objects to
644     * to have move_allow right now.
645     */
646     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 root 1.99 m.flags_ = 0;
649 root 1.75 }
650     /* if the object is being removed, we can't make intelligent
651     * decisions, because remove_ob can't really pass the object
652     * that is being removed.
653     */
654 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 root 1.99 m.flags_ = 0;
656 root 1.24 else if (action == UP_OBJ_FACE)
657 root 1.29 /* Nothing to do for that case */ ;
658 root 1.24 else
659 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 elmex 1.1
661 root 1.75 if (op->more)
662 root 1.24 update_object (op->more, action);
663 elmex 1.1 }
664    
665 root 1.45 object *object::first;
666 root 1.21
667     object::object ()
668     {
669 root 1.22 SET_FLAG (this, FLAG_REMOVED);
670    
671     expmul = 1.0;
672     face = blank_face;
673     }
674    
675     object::~object ()
676     {
677     free_key_values (this);
678     }
679    
680 root 1.24 void object::link ()
681 root 1.22 {
682 root 1.21 count = ++ob_count;
683 root 1.41 uuid = gen_uuid ();
684 root 1.21
685     prev = 0;
686 root 1.45 next = object::first;
687 root 1.21
688 root 1.45 if (object::first)
689     object::first->prev = this;
690 root 1.21
691 root 1.45 object::first = this;
692 root 1.21 }
693    
694 root 1.24 void object::unlink ()
695 root 1.21 {
696 root 1.45 if (this == object::first)
697     object::first = next;
698 root 1.38
699 root 1.22 /* Remove this object from the list of used objects */
700 root 1.41 if (prev) prev->next = next;
701     if (next) next->prev = prev;
702 root 1.25
703 root 1.41 prev = 0;
704     next = 0;
705 root 1.24 }
706 root 1.21
707 root 1.98 bool
708     object::active () const
709     {
710     return active_next || active_prev || this == active_objects;
711     }
712    
713 root 1.96 void
714 root 1.98 object::activate ()
715 root 1.96 {
716 root 1.98 /* If already on active list, don't do anything */
717     if (active ())
718     return;
719    
720 elmex 1.97 if (has_active_speed ())
721     {
722     /* process_events() expects us to insert the object at the beginning
723     * of the list. */
724     active_next = active_objects;
725    
726     if (active_next)
727     active_next->active_prev = this;
728    
729     active_objects = this;
730     }
731 root 1.98 }
732 root 1.96
733 root 1.98 void
734     object::activate_recursive ()
735     {
736     activate ();
737    
738 root 1.104 for (object *op = inv; op; op = op->below)
739 root 1.98 op->activate_recursive ();
740 root 1.96 }
741    
742     /* This function removes object 'op' from the list of active
743     * objects.
744     * This should only be used for style maps or other such
745     * reference maps where you don't want an object that isn't
746     * in play chewing up cpu time getting processed.
747     * The reverse of this is to call update_ob_speed, which
748     * will do the right thing based on the speed of the object.
749     */
750     void
751 root 1.98 object::deactivate ()
752 root 1.96 {
753     /* If not on the active list, nothing needs to be done */
754 root 1.98 if (!active ())
755 root 1.96 return;
756    
757     if (active_prev == 0)
758     {
759     active_objects = active_next;
760     if (active_next)
761     active_next->active_prev = 0;
762     }
763     else
764     {
765     active_prev->active_next = active_next;
766     if (active_next)
767     active_next->active_prev = active_prev;
768     }
769    
770     active_next = 0;
771     active_prev = 0;
772 root 1.98 }
773 root 1.96
774 root 1.98 void
775     object::deactivate_recursive ()
776     {
777 root 1.104 for (object *op = inv; op; op = op->below)
778 root 1.98 op->deactivate_recursive ();
779    
780     deactivate ();
781 root 1.96 }
782    
783 root 1.89 /*
784     * Remove and free all objects in the inventory of the given object.
785     * object.c ?
786     */
787     void
788     object::destroy_inv (bool drop_to_ground)
789     {
790 root 1.94 // need to check first, because the checks below might segfault
791     // as we might be on an invalid mapspace and crossfire code
792     // is too buggy to ensure that the inventory is empty.
793     // corollary: if you create arrows etc. with stuff in tis inventory,
794     // cf will crash below with off-map x and y
795     if (!inv)
796     return;
797    
798 root 1.89 /* Only if the space blocks everything do we not process -
799     * if some form of movement is allowed, let objects
800     * drop on that space.
801     */
802 root 1.92 if (!drop_to_ground
803     || !map
804     || map->in_memory != MAP_IN_MEMORY
805 root 1.95 || ms ().move_block == MOVE_ALL)
806 root 1.89 {
807     while (inv)
808 root 1.92 {
809     inv->destroy_inv (drop_to_ground);
810     inv->destroy ();
811     }
812 root 1.89 }
813     else
814     { /* Put objects in inventory onto this space */
815     while (inv)
816     {
817     object *op = inv;
818    
819     if (op->flag [FLAG_STARTEQUIP]
820     || op->flag [FLAG_NO_DROP]
821     || op->type == RUNE
822     || op->type == TRAP
823     || op->flag [FLAG_IS_A_TEMPLATE])
824     op->destroy ();
825     else
826 root 1.93 map->insert (op, x, y);
827 root 1.89 }
828     }
829     }
830    
831 root 1.21 object *object::create ()
832     {
833 root 1.42 object *op = new object;
834 root 1.22 op->link ();
835     return op;
836 root 1.21 }
837 elmex 1.1
838 root 1.82 void
839     object::do_destroy ()
840 root 1.14 {
841 root 1.82 if (flag [FLAG_IS_LINKED])
842     remove_button_link (this);
843 root 1.29
844 root 1.82 if (flag [FLAG_FRIENDLY])
845 root 1.32 remove_friendly_object (this);
846    
847 root 1.82 if (!flag [FLAG_REMOVED])
848 root 1.63 remove ();
849 root 1.14
850 root 1.82 if (flag [FLAG_FREED])
851     return;
852 root 1.14
853 root 1.92 set_speed (0);
854    
855 root 1.82 flag [FLAG_FREED] = 1;
856 root 1.14
857 root 1.90 attachable::do_destroy ();
858    
859 root 1.89 destroy_inv (true);
860 root 1.88 unlink ();
861    
862 root 1.57 // hack to ensure that freed objects still have a valid map
863     {
864     static maptile *freed_map; // freed objects are moved here to avoid crashes
865    
866     if (!freed_map)
867     {
868     freed_map = new maptile;
869    
870     freed_map->name = "/internal/freed_objects_map";
871     freed_map->width = 3;
872     freed_map->height = 3;
873    
874 root 1.96 freed_map->alloc ();
875 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
876 root 1.57 }
877    
878     map = freed_map;
879     x = 1;
880     y = 1;
881     }
882    
883 root 1.82 head = 0;
884 root 1.88
885     if (more)
886     {
887     more->destroy ();
888     more = 0;
889     }
890 root 1.82
891 root 1.44 // clear those pointers that likely might have circular references to us
892     owner = 0;
893     enemy = 0;
894     attacked_by = 0;
895 root 1.25
896 root 1.52 // only relevant for players(?), but make sure of it anyways
897     contr = 0;
898 root 1.82 }
899    
900     void
901     object::destroy (bool destroy_inventory)
902     {
903     if (destroyed ())
904     return;
905    
906     if (destroy_inventory)
907 root 1.89 destroy_inv (false);
908 root 1.22
909 root 1.82 attachable::destroy ();
910 elmex 1.1 }
911    
912     /*
913     * sub_weight() recursively (outwards) subtracts a number from the
914     * weight of an object (and what is carried by it's environment(s)).
915     */
916 root 1.24 void
917     sub_weight (object *op, signed long weight)
918     {
919     while (op != NULL)
920     {
921     if (op->type == CONTAINER)
922 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923    
924 root 1.24 op->carrying -= weight;
925     op = op->env;
926 elmex 1.1 }
927     }
928    
929 root 1.63 /* op->remove ():
930 elmex 1.1 * This function removes the object op from the linked list of objects
931     * which it is currently tied to. When this function is done, the
932     * object will have no environment. If the object previously had an
933     * environment, the x and y coordinates will be updated to
934     * the previous environment.
935     * Beware: This function is called from the editor as well!
936     */
937 root 1.24 void
938 root 1.59 object::remove ()
939 root 1.24 {
940 root 1.45 object *tmp, *last = 0;
941     object *otmp;
942 root 1.26
943 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
944 root 1.29 return;
945 root 1.24
946 root 1.59 SET_FLAG (this, FLAG_REMOVED);
947 root 1.82 INVOKE_OBJECT (REMOVE, this);
948 root 1.26
949 root 1.59 if (more)
950     more->remove ();
951 root 1.24
952     /*
953     * In this case, the object to be removed is in someones
954     * inventory.
955     */
956 root 1.59 if (env)
957 root 1.24 {
958 root 1.59 if (nrof)
959     sub_weight (env, weight * nrof);
960 root 1.24 else
961 root 1.59 sub_weight (env, weight + carrying);
962 root 1.24
963     /* NO_FIX_PLAYER is set when a great many changes are being
964     * made to players inventory. If set, avoiding the call
965     * to save cpu time.
966     */
967 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
968 root 1.78 otmp->update_stats ();
969 root 1.24
970 root 1.96 if (above)
971 root 1.59 above->below = below;
972 root 1.24 else
973 root 1.59 env->inv = below;
974 root 1.24
975 root 1.96 if (below)
976 root 1.59 below->above = above;
977 root 1.24
978     /* we set up values so that it could be inserted into
979     * the map, but we don't actually do that - it is up
980     * to the caller to decide what we want to do.
981     */
982 root 1.59 x = env->x, y = env->y;
983     map = env->map;
984     above = 0, below = 0;
985     env = 0;
986     }
987     else if (map)
988     {
989 root 1.96 if (type == PLAYER)
990     {
991     --map->players;
992 root 1.100 map->touch ();
993 root 1.96 }
994    
995 root 1.98 map->dirty = true;
996 elmex 1.1
997 root 1.29 /* link the object above us */
998 root 1.59 if (above)
999     above->below = below;
1000 root 1.29 else
1001 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1002 root 1.24
1003 root 1.29 /* Relink the object below us, if there is one */
1004 root 1.59 if (below)
1005     below->above = above;
1006 root 1.29 else
1007     {
1008     /* Nothing below, which means we need to relink map object for this space
1009     * use translated coordinates in case some oddness with map tiling is
1010     * evident
1011     */
1012 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1013 root 1.29 {
1014 root 1.59 char *dump = dump_object (this);
1015 root 1.29 LOG (llevError,
1016 root 1.53 "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);
1017     free (dump);
1018 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1019 root 1.53 LOG (llevError, "%s\n", dump);
1020     free (dump);
1021 root 1.29 }
1022 elmex 1.1
1023 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
1024 root 1.8 }
1025 root 1.26
1026 root 1.59 above = 0;
1027     below = 0;
1028 root 1.26
1029 root 1.59 if (map->in_memory == MAP_SAVING)
1030 root 1.29 return;
1031 elmex 1.1
1032 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 elmex 1.1
1034 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1035 root 1.24 {
1036 root 1.29 /* No point updating the players look faces if he is the object
1037     * being removed.
1038 root 1.24 */
1039 root 1.29
1040 root 1.59 if (tmp->type == PLAYER && tmp != this)
1041 root 1.24 {
1042 root 1.29 /* If a container that the player is currently using somehow gets
1043     * removed (most likely destroyed), update the player view
1044     * appropriately.
1045     */
1046 root 1.59 if (tmp->container == this)
1047 root 1.29 {
1048 root 1.82 flag [FLAG_APPLIED] = 0;
1049 root 1.59 tmp->container = 0;
1050 root 1.29 }
1051    
1052 root 1.82 if (tmp->contr->ns)
1053     tmp->contr->ns->floorbox_update ();
1054 root 1.8 }
1055 root 1.26
1056 root 1.96 /* See if object moving off should effect something */
1057 root 1.50 if (check_walk_off
1058 root 1.59 && ((move_type & tmp->move_off)
1059     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 root 1.29 {
1061 elmex 1.72 move_apply (tmp, this, 0);
1062 root 1.24
1063 root 1.59 if (destroyed ())
1064 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 root 1.8 }
1066    
1067 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1068 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 root 1.29 if (tmp->above == tmp)
1070 root 1.59 tmp->above = 0;
1071 root 1.8
1072 root 1.29 last = tmp;
1073     }
1074 root 1.26
1075 root 1.96 /* last == NULL if there are no objects on this space */
1076     //TODO: this makes little sense, why only update the topmost object?
1077 root 1.59 if (!last)
1078 root 1.99 map->at (x, y).flags_ = 0;
1079 root 1.29 else
1080     update_object (last, UP_OBJ_REMOVE);
1081 root 1.26
1082 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 root 1.59 update_all_los (map, x, y);
1084 elmex 1.1 }
1085     }
1086    
1087     /*
1088     * merge_ob(op,top):
1089     *
1090     * This function goes through all objects below and including top, and
1091     * merges op to the first matching object.
1092     * If top is NULL, it is calculated.
1093     * Returns pointer to object if it succeded in the merge, otherwise NULL
1094     */
1095 root 1.24 object *
1096     merge_ob (object *op, object *top)
1097     {
1098     if (!op->nrof)
1099 elmex 1.1 return 0;
1100 root 1.29
1101 root 1.82 if (top)
1102     for (top = op; top && top->above; top = top->above)
1103     ;
1104 root 1.29
1105 root 1.82 for (; top; top = top->below)
1106 elmex 1.1 {
1107 root 1.24 if (top == op)
1108     continue;
1109 root 1.66
1110     if (object::can_merge (op, top))
1111 root 1.24 {
1112     top->nrof += op->nrof;
1113    
1114 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1115 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1116 root 1.64 op->destroy ();
1117 root 1.24 return top;
1118     }
1119 elmex 1.1 }
1120 root 1.29
1121 root 1.45 return 0;
1122 elmex 1.1 }
1123    
1124     /*
1125     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1126     * job preparing multi-part monsters
1127     */
1128 root 1.24 object *
1129 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130 root 1.24 {
1131 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 root 1.24 {
1133     tmp->x = x + tmp->arch->clone.x;
1134     tmp->y = y + tmp->arch->clone.y;
1135 elmex 1.1 }
1136 root 1.29
1137 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1138 elmex 1.1 }
1139    
1140     /*
1141     * insert_ob_in_map (op, map, originator, flag):
1142     * This function inserts the object in the two-way linked list
1143     * which represents what is on a map.
1144     * The second argument specifies the map, and the x and y variables
1145     * in the object about to be inserted specifies the position.
1146     *
1147     * originator: Player, monster or other object that caused 'op' to be inserted
1148     * into 'map'. May be NULL.
1149     *
1150     * flag is a bitmask about special things to do (or not do) when this
1151     * function is called. see the object.h file for the INS_ values.
1152     * Passing 0 for flag gives proper default values, so flag really only needs
1153     * to be set if special handling is needed.
1154     *
1155     * Return value:
1156     * new object if 'op' was merged with other object
1157     * NULL if 'op' was destroyed
1158     * just 'op' otherwise
1159     */
1160 root 1.24 object *
1161 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162 elmex 1.1 {
1163 root 1.25 object *tmp, *top, *floor = NULL;
1164     sint16 x, y;
1165 elmex 1.1
1166 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1167     {
1168     LOG (llevError, "Trying to insert freed object!\n");
1169     return NULL;
1170     }
1171 root 1.25
1172 root 1.96 if (!m)
1173 root 1.24 {
1174 root 1.53 char *dump = dump_object (op);
1175     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176     free (dump);
1177 root 1.24 return op;
1178 elmex 1.1 }
1179 root 1.25
1180 root 1.24 if (out_of_map (m, op->x, op->y))
1181     {
1182 root 1.53 char *dump = dump_object (op);
1183     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184 elmex 1.1 #ifdef MANY_CORES
1185 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1186     * is likely to cause a crash. Better to find out where it is getting
1187     * improperly inserted.
1188     */
1189     abort ();
1190 elmex 1.1 #endif
1191 root 1.53 free (dump);
1192 root 1.24 return op;
1193 elmex 1.1 }
1194 root 1.25
1195 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196     {
1197 root 1.53 char *dump = dump_object (op);
1198     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199     free (dump);
1200 root 1.24 return op;
1201     }
1202 root 1.25
1203 root 1.82 if (op->more)
1204 root 1.24 {
1205     /* The part may be on a different map. */
1206    
1207 root 1.26 object *more = op->more;
1208 root 1.24
1209     /* We really need the caller to normalize coordinates - if
1210     * we set the map, that doesn't work if the location is within
1211     * a map and this is straddling an edge. So only if coordinate
1212     * is clear wrong do we normalize it.
1213     */
1214     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 root 1.24 else if (!more->map)
1217     {
1218     /* For backwards compatibility - when not dealing with tiled maps,
1219     * more->map should always point to the parent.
1220     */
1221     more->map = m;
1222     }
1223    
1224     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225     {
1226     if (!op->head)
1227     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228 root 1.26
1229 root 1.82 return 0;
1230 root 1.8 }
1231 root 1.24 }
1232 root 1.25
1233 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1234 root 1.8
1235 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1236     * of areas of callers (eg, anything that uses find_free_spot would now
1237     * need extra work
1238     */
1239     op->map = get_map_from_coord (m, &op->x, &op->y);
1240     x = op->x;
1241     y = op->y;
1242    
1243     /* this has to be done after we translate the coordinates.
1244     */
1245     if (op->nrof && !(flag & INS_NO_MERGE))
1246 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1247 root 1.66 if (object::can_merge (op, tmp))
1248 root 1.25 {
1249     op->nrof += tmp->nrof;
1250 root 1.64 tmp->destroy ();
1251 root 1.25 }
1252 root 1.24
1253     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255 root 1.25
1256 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257     CLEAR_FLAG (op, FLAG_NO_STEAL);
1258    
1259     if (flag & INS_BELOW_ORIGINATOR)
1260     {
1261     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262     {
1263     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264     abort ();
1265     }
1266 root 1.25
1267 root 1.24 op->above = originator;
1268     op->below = originator->below;
1269 root 1.25
1270 root 1.24 if (op->below)
1271     op->below->above = op;
1272     else
1273 root 1.84 op->ms ().bot = op;
1274 root 1.25
1275 root 1.24 /* since *below* originator, no need to update top */
1276     originator->below = op;
1277 elmex 1.1 }
1278 root 1.24 else
1279     {
1280     /* If there are other objects, then */
1281     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282     {
1283 root 1.96 object *last = 0;
1284 root 1.24
1285     /*
1286     * If there are multiple objects on this space, we do some trickier handling.
1287     * We've already dealt with merging if appropriate.
1288     * Generally, we want to put the new object on top. But if
1289     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290     * floor, we want to insert above that and no further.
1291     * Also, if there are spell objects on this space, we stop processing
1292     * once we get to them. This reduces the need to traverse over all of
1293     * them when adding another one - this saves quite a bit of cpu time
1294     * when lots of spells are cast in one area. Currently, it is presumed
1295     * that flying non pickable objects are spell objects.
1296     */
1297 root 1.96 while (top)
1298 root 1.24 {
1299     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300     floor = top;
1301 root 1.26
1302 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303     {
1304     /* We insert above top, so we want this object below this */
1305     top = top->below;
1306     break;
1307     }
1308 root 1.26
1309 root 1.24 last = top;
1310     top = top->above;
1311     }
1312 root 1.26
1313 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1314     top = last;
1315 root 1.8
1316 root 1.24 /* We let update_position deal with figuring out what the space
1317     * looks like instead of lots of conditions here.
1318     * makes things faster, and effectively the same result.
1319     */
1320    
1321     /* Have object 'fall below' other objects that block view.
1322     * Unless those objects are exits, type 66
1323     * If INS_ON_TOP is used, don't do this processing
1324     * Need to find the object that in fact blocks view, otherwise
1325     * stacking is a bit odd.
1326     */
1327     if (!(flag & INS_ON_TOP) &&
1328 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1329 root 1.24 {
1330     for (last = top; last != floor; last = last->below)
1331     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332     break;
1333     /* Check to see if we found the object that blocks view,
1334     * and make sure we have a below pointer for it so that
1335     * we can get inserted below this one, which requires we
1336     * set top to the object below us.
1337     */
1338     if (last && last->below && last != floor)
1339     top = last->below;
1340 root 1.8 }
1341 root 1.24 } /* If objects on this space */
1342 root 1.25
1343 root 1.24 if (flag & INS_MAP_LOAD)
1344     top = GET_MAP_TOP (op->map, op->x, op->y);
1345 root 1.25
1346 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1347     top = floor;
1348    
1349     /* Top is the object that our object (op) is going to get inserted above.
1350     */
1351    
1352     /* First object on this space */
1353     if (!top)
1354     {
1355     op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 root 1.25
1357 root 1.24 if (op->above)
1358     op->above->below = op;
1359 root 1.25
1360 root 1.96 op->below = 0;
1361 root 1.84 op->ms ().bot = op;
1362 root 1.24 }
1363     else
1364     { /* get inserted into the stack above top */
1365     op->above = top->above;
1366 root 1.25
1367 root 1.24 if (op->above)
1368     op->above->below = op;
1369 root 1.25
1370 root 1.24 op->below = top;
1371     top->above = op;
1372     }
1373 root 1.25
1374 root 1.96 if (!op->above)
1375 root 1.76 op->ms ().top = op;
1376 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1377 root 1.8
1378 root 1.24 if (op->type == PLAYER)
1379 root 1.96 {
1380     op->contr->do_los = 1;
1381     ++op->map->players;
1382 root 1.100 op->map->touch ();
1383 root 1.96 }
1384 root 1.24
1385 root 1.98 op->map->dirty = true;
1386    
1387 root 1.24 /* If we have a floor, we know the player, if any, will be above
1388     * it, so save a few ticks and start from there.
1389     */
1390     if (!(flag & INS_MAP_LOAD))
1391 root 1.76 if (object *pl = op->ms ().player ())
1392 root 1.82 if (pl->contr->ns)
1393     pl->contr->ns->floorbox_update ();
1394 root 1.24
1395     /* If this object glows, it may affect lighting conditions that are
1396     * visible to others on this map. But update_all_los is really
1397     * an inefficient way to do this, as it means los for all players
1398     * on the map will get recalculated. The players could very well
1399     * be far away from this change and not affected in any way -
1400     * this should get redone to only look for players within range,
1401 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1402 root 1.24 * of effect may be sufficient.
1403     */
1404 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1405 root 1.24 update_all_los (op->map, op->x, op->y);
1406    
1407     /* updates flags (blocked, alive, no magic, etc) for this map space */
1408     update_object (op, UP_OBJ_INSERT);
1409    
1410 root 1.82 INVOKE_OBJECT (INSERT, op);
1411    
1412 root 1.24 /* Don't know if moving this to the end will break anything. However,
1413 root 1.70 * we want to have floorbox_update called before calling this.
1414 root 1.24 *
1415     * check_move_on() must be after this because code called from
1416     * check_move_on() depends on correct map flags (so functions like
1417     * blocked() and wall() work properly), and these flags are updated by
1418     * update_object().
1419     */
1420    
1421     /* if this is not the head or flag has been passed, don't check walk on status */
1422     if (!(flag & INS_NO_WALK_ON) && !op->head)
1423     {
1424     if (check_move_on (op, originator))
1425 root 1.82 return 0;
1426 elmex 1.1
1427 root 1.24 /* If we are a multi part object, lets work our way through the check
1428     * walk on's.
1429     */
1430     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1431     if (check_move_on (tmp, originator))
1432 root 1.82 return 0;
1433 elmex 1.1 }
1434 root 1.25
1435 root 1.24 return op;
1436 elmex 1.1 }
1437    
1438     /* this function inserts an object in the map, but if it
1439 root 1.75 * finds an object of its own type, it'll remove that one first.
1440     * op is the object to insert it under: supplies x and the map.
1441 elmex 1.1 */
1442 root 1.24 void
1443     replace_insert_ob_in_map (const char *arch_string, object *op)
1444     {
1445 root 1.75 object *tmp, *tmp1;
1446 elmex 1.1
1447 root 1.24 /* first search for itself and remove any old instances */
1448 elmex 1.1
1449 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1451     tmp->destroy ();
1452 elmex 1.1
1453 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1454 elmex 1.1
1455 root 1.24 tmp1->x = op->x;
1456     tmp1->y = op->y;
1457     insert_ob_in_map (tmp1, op->map, op, 0);
1458     }
1459 elmex 1.1
1460 root 1.93 object *
1461     object::insert_at (object *where, object *originator, int flags)
1462     {
1463     where->map->insert (this, where->x, where->y, originator, flags);
1464     }
1465    
1466 elmex 1.1 /*
1467     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468     * is returned contains nr objects, and the remaining parts contains
1469     * the rest (or is removed and freed if that number is 0).
1470     * On failure, NULL is returned, and the reason put into the
1471     * global static errmsg array.
1472     */
1473 root 1.24 object *
1474     get_split_ob (object *orig_ob, uint32 nr)
1475     {
1476 root 1.64 object *newob;
1477     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478 root 1.24
1479     if (orig_ob->nrof < nr)
1480     {
1481     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482     return NULL;
1483     }
1484 root 1.29
1485 root 1.24 newob = object_create_clone (orig_ob);
1486 root 1.29
1487 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1488 root 1.63 orig_ob->destroy (1);
1489 root 1.24 else if (!is_removed)
1490     {
1491     if (orig_ob->env != NULL)
1492     sub_weight (orig_ob->env, orig_ob->weight * nr);
1493     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494     {
1495     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497     return NULL;
1498 root 1.8 }
1499 elmex 1.1 }
1500 root 1.29
1501 root 1.24 newob->nrof = nr;
1502 elmex 1.1
1503 root 1.24 return newob;
1504 elmex 1.1 }
1505    
1506     /*
1507     * decrease_ob_nr(object, number) decreases a specified number from
1508     * the amount of an object. If the amount reaches 0, the object
1509     * is subsequently removed and freed.
1510     *
1511     * Return value: 'op' if something is left, NULL if the amount reached 0
1512     */
1513    
1514 root 1.24 object *
1515     decrease_ob_nr (object *op, uint32 i)
1516 elmex 1.1 {
1517 root 1.29 object *tmp;
1518 elmex 1.1
1519 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1520     return op;
1521    
1522     if (i > op->nrof)
1523     i = op->nrof;
1524    
1525     if (QUERY_FLAG (op, FLAG_REMOVED))
1526 root 1.29 op->nrof -= i;
1527 root 1.73 else if (op->env)
1528 root 1.24 {
1529     /* is this object in the players inventory, or sub container
1530     * therein?
1531     */
1532 root 1.74 tmp = op->in_player ();
1533 root 1.24 /* nope. Is this a container the player has opened?
1534     * If so, set tmp to that player.
1535     * IMO, searching through all the players will mostly
1536     * likely be quicker than following op->env to the map,
1537     * and then searching the map for a player.
1538     */
1539     if (!tmp)
1540 root 1.81 for_all_players (pl)
1541     if (pl->ob->container == op->env)
1542     {
1543     tmp = pl->ob;
1544     break;
1545     }
1546 elmex 1.1
1547 root 1.24 if (i < op->nrof)
1548     {
1549     sub_weight (op->env, op->weight * i);
1550     op->nrof -= i;
1551     if (tmp)
1552 root 1.73 esrv_send_item (tmp, op);
1553 root 1.24 }
1554     else
1555     {
1556 root 1.63 op->remove ();
1557 root 1.24 op->nrof = 0;
1558     if (tmp)
1559 root 1.73 esrv_del_item (tmp->contr, op->count);
1560 elmex 1.1 }
1561     }
1562 root 1.24 else
1563 elmex 1.1 {
1564 root 1.29 object *above = op->above;
1565 elmex 1.1
1566 root 1.24 if (i < op->nrof)
1567 root 1.29 op->nrof -= i;
1568 root 1.24 else
1569     {
1570 root 1.63 op->remove ();
1571 root 1.24 op->nrof = 0;
1572     }
1573 root 1.29
1574 root 1.24 /* Since we just removed op, op->above is null */
1575 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1576 root 1.24 if (tmp->type == PLAYER)
1577     {
1578     if (op->nrof)
1579     esrv_send_item (tmp, op);
1580     else
1581     esrv_del_item (tmp->contr, op->count);
1582     }
1583 elmex 1.1 }
1584    
1585 root 1.24 if (op->nrof)
1586 root 1.29 return op;
1587 root 1.24 else
1588     {
1589 root 1.64 op->destroy ();
1590 root 1.73 return 0;
1591 elmex 1.1 }
1592     }
1593    
1594     /*
1595     * add_weight(object, weight) adds the specified weight to an object,
1596     * and also updates how much the environment(s) is/are carrying.
1597     */
1598    
1599 root 1.24 void
1600     add_weight (object *op, signed long weight)
1601     {
1602     while (op != NULL)
1603     {
1604     if (op->type == CONTAINER)
1605 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606    
1607 root 1.24 op->carrying += weight;
1608     op = op->env;
1609     }
1610 elmex 1.1 }
1611    
1612 root 1.24 object *
1613     insert_ob_in_ob (object *op, object *where)
1614     {
1615 root 1.59 if (!where)
1616 root 1.24 {
1617 root 1.53 char *dump = dump_object (op);
1618     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619     free (dump);
1620 root 1.24 return op;
1621     }
1622 root 1.29
1623 root 1.24 if (where->head)
1624     {
1625 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 root 1.24 where = where->head;
1627     }
1628 root 1.29
1629 root 1.59 return where->insert (op);
1630     }
1631    
1632     /*
1633     * env->insert (op)
1634     * This function inserts the object op in the linked list
1635     * inside the object environment.
1636     *
1637     * The function returns now pointer to inserted item, and return value can
1638     * be != op, if items are merged. -Tero
1639     */
1640    
1641     object *
1642     object::insert (object *op)
1643     {
1644     object *tmp, *otmp;
1645    
1646     if (!QUERY_FLAG (op, FLAG_REMOVED))
1647     op->remove ();
1648    
1649 root 1.24 if (op->more)
1650     {
1651     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652     return op;
1653     }
1654 root 1.29
1655 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1656     CLEAR_FLAG (op, FLAG_REMOVED);
1657     if (op->nrof)
1658     {
1659 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1660 root 1.66 if (object::can_merge (tmp, op))
1661 root 1.24 {
1662     /* return the original object and remove inserted object
1663     (client needs the original object) */
1664     tmp->nrof += op->nrof;
1665     /* Weight handling gets pretty funky. Since we are adding to
1666     * tmp->nrof, we need to increase the weight.
1667     */
1668 root 1.59 add_weight (this, op->weight * op->nrof);
1669 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1670 root 1.59 op->destroy (); /* free the inserted object */
1671 root 1.24 op = tmp;
1672 root 1.59 op->remove (); /* and fix old object's links */
1673 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1674     break;
1675     }
1676    
1677     /* I assume combined objects have no inventory
1678     * We add the weight - this object could have just been removed
1679     * (if it was possible to merge). calling remove_ob will subtract
1680     * the weight, so we need to add it in again, since we actually do
1681     * the linking below
1682     */
1683 root 1.59 add_weight (this, op->weight * op->nrof);
1684 root 1.24 }
1685     else
1686 root 1.59 add_weight (this, (op->weight + op->carrying));
1687 elmex 1.1
1688 root 1.74 otmp = this->in_player ();
1689 root 1.59 if (otmp && otmp->contr)
1690     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 root 1.78 otmp->update_stats ();
1692 elmex 1.1
1693 root 1.74 op->map = 0;
1694 root 1.59 op->env = this;
1695 root 1.74 op->above = 0;
1696     op->below = 0;
1697 root 1.24 op->x = 0, op->y = 0;
1698 elmex 1.1
1699     /* reset the light list and los of the players on the map */
1700 root 1.59 if ((op->glow_radius != 0) && map)
1701 root 1.24 {
1702 elmex 1.1 #ifdef DEBUG_LIGHTS
1703 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704     #endif /* DEBUG_LIGHTS */
1705 root 1.84 if (map->darkness)
1706 root 1.59 update_all_los (map, x, y);
1707 root 1.24 }
1708 elmex 1.1
1709     /* Client has no idea of ordering so lets not bother ordering it here.
1710     * It sure simplifies this function...
1711     */
1712 root 1.59 if (!inv)
1713     inv = op;
1714 root 1.24 else
1715     {
1716 root 1.59 op->below = inv;
1717 elmex 1.1 op->below->above = op;
1718 root 1.59 inv = op;
1719 root 1.24 }
1720 root 1.59
1721 root 1.82 INVOKE_OBJECT (INSERT, this);
1722    
1723 elmex 1.1 return op;
1724     }
1725    
1726     /*
1727     * Checks if any objects has a move_type that matches objects
1728     * that effect this object on this space. Call apply() to process
1729     * these events.
1730     *
1731     * Any speed-modification due to SLOW_MOVE() of other present objects
1732     * will affect the speed_left of the object.
1733     *
1734     * originator: Player, monster or other object that caused 'op' to be inserted
1735     * into 'map'. May be NULL.
1736     *
1737     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1738     *
1739     * 4-21-95 added code to check if appropriate skill was readied - this will
1740     * permit faster movement by the player through this terrain. -b.t.
1741     *
1742     * MSW 2001-07-08: Check all objects on space, not just those below
1743     * object being inserted. insert_ob_in_map may not put new objects
1744     * on top.
1745     */
1746 root 1.24 int
1747     check_move_on (object *op, object *originator)
1748 elmex 1.1 {
1749 root 1.48 object *tmp;
1750 root 1.49 maptile *m = op->map;
1751 root 1.48 int x = op->x, y = op->y;
1752 root 1.26
1753 root 1.48 MoveType move_on, move_slow, move_block;
1754 root 1.24
1755     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756     return 0;
1757    
1758     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1759     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1760     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1761    
1762     /* if nothing on this space will slow op down or be applied,
1763     * no need to do checking below. have to make sure move_type
1764     * is set, as lots of objects don't have it set - we treat that
1765     * as walking.
1766     */
1767     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1768     return 0;
1769 elmex 1.1
1770 root 1.24 /* This is basically inverse logic of that below - basically,
1771     * if the object can avoid the move on or slow move, they do so,
1772     * but can't do it if the alternate movement they are using is
1773     * blocked. Logic on this seems confusing, but does seem correct.
1774     */
1775     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1776     return 0;
1777    
1778     /* The objects have to be checked from top to bottom.
1779     * Hence, we first go to the top:
1780     */
1781    
1782 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 root 1.24 {
1784     /* Trim the search when we find the first other spell effect
1785     * this helps performance so that if a space has 50 spell objects,
1786     * we don't need to check all of them.
1787     */
1788     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789     break;
1790     }
1791 root 1.26
1792     for (; tmp; tmp = tmp->below)
1793 root 1.24 {
1794     if (tmp == op)
1795     continue; /* Can't apply yourself */
1796 elmex 1.1
1797 root 1.24 /* Check to see if one of the movement types should be slowed down.
1798     * Second check makes sure that the movement types not being slowed
1799     * (~slow_move) is not blocked on this space - just because the
1800     * space doesn't slow down swimming (for example), if you can't actually
1801     * swim on that space, can't use it to avoid the penalty.
1802     */
1803     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804     {
1805     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807     {
1808 elmex 1.1
1809 root 1.29 float
1810     diff = tmp->move_slow_penalty * FABS (op->speed);
1811 elmex 1.1
1812 root 1.24 if (op->type == PLAYER)
1813 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815     diff /= 4.0;
1816    
1817 root 1.24 op->speed_left -= diff;
1818 root 1.8 }
1819     }
1820 elmex 1.1
1821 root 1.24 /* Basically same logic as above, except now for actual apply. */
1822     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1823     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824     {
1825 elmex 1.72 move_apply (tmp, op, originator);
1826 root 1.24
1827 root 1.48 if (op->destroyed ())
1828 root 1.24 return 1;
1829    
1830     /* what the person/creature stepped onto has moved the object
1831     * someplace new. Don't process any further - if we did,
1832     * have a feeling strange problems would result.
1833     */
1834     if (op->map != m || op->x != x || op->y != y)
1835     return 0;
1836 root 1.8 }
1837 elmex 1.1 }
1838 root 1.26
1839 root 1.24 return 0;
1840 elmex 1.1 }
1841    
1842     /*
1843     * present_arch(arch, map, x, y) searches for any objects with
1844     * a matching archetype at the given map and coordinates.
1845     * The first matching object is returned, or NULL if none.
1846     */
1847 root 1.24 object *
1848 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1849 root 1.24 {
1850 root 1.104 if (!m || out_of_map (m, x, y))
1851 root 1.24 {
1852     LOG (llevError, "Present_arch called outside map.\n");
1853     return NULL;
1854     }
1855 root 1.84
1856 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 root 1.24 if (tmp->arch == at)
1858 elmex 1.1 return tmp;
1859 root 1.84
1860 elmex 1.1 return NULL;
1861     }
1862    
1863     /*
1864     * present(type, map, x, y) searches for any objects with
1865     * a matching type variable at the given map and coordinates.
1866     * The first matching object is returned, or NULL if none.
1867     */
1868 root 1.24 object *
1869 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1870 root 1.24 {
1871     if (out_of_map (m, x, y))
1872     {
1873     LOG (llevError, "Present called outside map.\n");
1874     return NULL;
1875     }
1876 root 1.84
1877 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 root 1.24 if (tmp->type == type)
1879 elmex 1.1 return tmp;
1880 root 1.84
1881 elmex 1.1 return NULL;
1882     }
1883    
1884     /*
1885     * present_in_ob(type, object) searches for any objects with
1886     * a matching type variable in the inventory of the given object.
1887     * The first matching object is returned, or NULL if none.
1888     */
1889 root 1.24 object *
1890     present_in_ob (unsigned char type, const object *op)
1891     {
1892 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1893 root 1.24 if (tmp->type == type)
1894 elmex 1.1 return tmp;
1895 root 1.84
1896 elmex 1.1 return NULL;
1897     }
1898    
1899     /*
1900     * present_in_ob (type, str, object) searches for any objects with
1901     * a matching type & name variable in the inventory of the given object.
1902     * The first matching object is returned, or NULL if none.
1903     * This is mostly used by spell effect code, so that we only
1904     * have one spell effect at a time.
1905     * type can be used to narrow the search - if type is set,
1906     * the type must also match. -1 can be passed for the type,
1907     * in which case the type does not need to pass.
1908     * str is the string to match against. Note that we match against
1909     * the object name, not the archetype name. this is so that the
1910     * spell code can use one object type (force), but change it's name
1911     * to be unique.
1912     */
1913 root 1.24 object *
1914     present_in_ob_by_name (int type, const char *str, const object *op)
1915     {
1916 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1917 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1918     return tmp;
1919 elmex 1.1
1920 root 1.82 return 0;
1921 elmex 1.1 }
1922    
1923     /*
1924     * present_arch_in_ob(archetype, object) searches for any objects with
1925     * a matching archetype in the inventory of the given object.
1926     * The first matching object is returned, or NULL if none.
1927     */
1928 root 1.24 object *
1929     present_arch_in_ob (const archetype *at, const object *op)
1930     {
1931 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 root 1.24 if (tmp->arch == at)
1933 elmex 1.1 return tmp;
1934 root 1.82
1935 elmex 1.1 return NULL;
1936     }
1937    
1938     /*
1939     * activate recursively a flag on an object inventory
1940     */
1941 root 1.24 void
1942     flag_inv (object *op, int flag)
1943     {
1944     if (op->inv)
1945 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 root 1.24 {
1947     SET_FLAG (tmp, flag);
1948     flag_inv (tmp, flag);
1949 elmex 1.1 }
1950 root 1.82 }
1951    
1952     /*
1953     * deactivate recursively a flag on an object inventory
1954     */
1955 root 1.24 void
1956     unflag_inv (object *op, int flag)
1957     {
1958     if (op->inv)
1959 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 root 1.24 {
1961     CLEAR_FLAG (tmp, flag);
1962     unflag_inv (tmp, flag);
1963 elmex 1.1 }
1964     }
1965    
1966     /*
1967     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968     * all it's inventory (recursively).
1969     * If checksums are used, a player will get set_cheat called for
1970     * him/her-self and all object carried by a call to this function.
1971     */
1972 root 1.24 void
1973     set_cheat (object *op)
1974     {
1975     SET_FLAG (op, FLAG_WAS_WIZ);
1976     flag_inv (op, FLAG_WAS_WIZ);
1977 elmex 1.1 }
1978    
1979     /*
1980     * find_free_spot(object, map, x, y, start, stop) will search for
1981     * a spot at the given map and coordinates which will be able to contain
1982     * the given object. start and stop specifies how many squares
1983     * to search (see the freearr_x/y[] definition).
1984     * It returns a random choice among the alternatives found.
1985     * start and stop are where to start relative to the free_arr array (1,9
1986     * does all 4 immediate directions). This returns the index into the
1987     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988     * Note - this only checks to see if there is space for the head of the
1989     * object - if it is a multispace object, this should be called for all
1990     * pieces.
1991     * Note2: This function does correctly handle tiled maps, but does not
1992     * inform the caller. However, insert_ob_in_map will update as
1993     * necessary, so the caller shouldn't need to do any special work.
1994     * Note - updated to take an object instead of archetype - this is necessary
1995     * because arch_blocked (now ob_blocked) needs to know the movement type
1996     * to know if the space in question will block the object. We can't use
1997     * the archetype because that isn't correct if the monster has been
1998     * customized, changed states, etc.
1999     */
2000 root 1.24 int
2001 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002 root 1.24 {
2003 root 1.82 int index = 0, flag;
2004     int altern[SIZEOFFREE];
2005 root 1.24
2006 root 1.82 for (int i = start; i < stop; i++)
2007 root 1.24 {
2008     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2009     if (!flag)
2010 root 1.82 altern [index++] = i;
2011 root 1.24
2012     /* Basically, if we find a wall on a space, we cut down the search size.
2013     * In this way, we won't return spaces that are on another side of a wall.
2014     * This mostly work, but it cuts down the search size in all directions -
2015     * if the space being examined only has a wall to the north and empty
2016     * spaces in all the other directions, this will reduce the search space
2017     * to only the spaces immediately surrounding the target area, and
2018     * won't look 2 spaces south of the target space.
2019     */
2020 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2021 root 1.24 stop = maxfree[i];
2022 elmex 1.1 }
2023 root 1.74
2024 root 1.24 if (!index)
2025     return -1;
2026 root 1.74
2027 root 1.24 return altern[RANDOM () % index];
2028 elmex 1.1 }
2029    
2030     /*
2031 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2032 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2033     * But it will return the first available spot, not a random choice.
2034     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2035     */
2036 root 1.24 int
2037 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038 root 1.24 {
2039 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2040     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2041     return i;
2042 root 1.24
2043     return -1;
2044 elmex 1.1 }
2045    
2046     /*
2047     * The function permute(arr, begin, end) randomly reorders the array
2048     * arr[begin..end-1].
2049 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2050 elmex 1.1 */
2051 root 1.24 static void
2052     permute (int *arr, int begin, int end)
2053 elmex 1.1 {
2054 root 1.82 arr += begin;
2055     end -= begin;
2056    
2057     while (--end)
2058     swap (arr [end], arr [RANDOM () % (end + 1)]);
2059 elmex 1.1 }
2060    
2061     /* new function to make monster searching more efficient, and effective!
2062     * This basically returns a randomized array (in the passed pointer) of
2063     * the spaces to find monsters. In this way, it won't always look for
2064     * monsters to the north first. However, the size of the array passed
2065     * covers all the spaces, so within that size, all the spaces within
2066     * the 3x3 area will be searched, just not in a predictable order.
2067     */
2068 root 1.24 void
2069     get_search_arr (int *search_arr)
2070 elmex 1.1 {
2071 root 1.82 int i;
2072 elmex 1.1
2073 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2074 root 1.82 search_arr[i] = i;
2075 elmex 1.1
2076 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079 elmex 1.1 }
2080    
2081     /*
2082     * find_dir(map, x, y, exclude) will search some close squares in the
2083     * given map at the given coordinates for live objects.
2084     * It will not considered the object given as exclude among possible
2085     * live objects.
2086     * It returns the direction toward the first/closest live object if finds
2087     * any, otherwise 0.
2088     * Perhaps incorrectly, but I'm making the assumption that exclude
2089     * is actually want is going to try and move there. We need this info
2090     * because we have to know what movement the thing looking to move
2091     * there is capable of.
2092     */
2093 root 1.24 int
2094 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2095 root 1.24 {
2096 root 1.82 int i, max = SIZEOFFREE, mflags;
2097 root 1.29
2098     sint16 nx, ny;
2099 root 1.82 object *tmp;
2100     maptile *mp;
2101 root 1.29
2102     MoveType blocked, move_type;
2103 root 1.24
2104     if (exclude && exclude->head)
2105     {
2106     exclude = exclude->head;
2107     move_type = exclude->move_type;
2108     }
2109     else
2110     {
2111     /* If we don't have anything, presume it can use all movement types. */
2112     move_type = MOVE_ALL;
2113     }
2114    
2115     for (i = 1; i < max; i++)
2116     {
2117     mp = m;
2118     nx = x + freearr_x[i];
2119     ny = y + freearr_y[i];
2120    
2121     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122 root 1.75
2123 root 1.24 if (mflags & P_OUT_OF_MAP)
2124 root 1.75 max = maxfree[i];
2125 root 1.24 else
2126     {
2127 root 1.82 mapspace &ms = mp->at (nx, ny);
2128    
2129     blocked = ms.move_block;
2130 root 1.24
2131     if ((move_type & blocked) == move_type)
2132 root 1.75 max = maxfree[i];
2133 root 1.24 else if (mflags & P_IS_ALIVE)
2134     {
2135 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2138 root 1.75 break;
2139    
2140 root 1.24 if (tmp)
2141 root 1.75 return freedir[i];
2142 root 1.8 }
2143     }
2144 elmex 1.1 }
2145 root 1.75
2146 root 1.24 return 0;
2147 elmex 1.1 }
2148    
2149     /*
2150     * distance(object 1, object 2) will return the square of the
2151     * distance between the two given objects.
2152     */
2153 root 1.24 int
2154     distance (const object *ob1, const object *ob2)
2155     {
2156 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2157 elmex 1.1 }
2158    
2159     /*
2160     * find_dir_2(delta-x,delta-y) will return a direction in which
2161     * an object which has subtracted the x and y coordinates of another
2162     * object, needs to travel toward it.
2163     */
2164 root 1.24 int
2165     find_dir_2 (int x, int y)
2166     {
2167 root 1.75 int q;
2168 elmex 1.1
2169 root 1.24 if (y)
2170     q = x * 100 / y;
2171 elmex 1.1 else if (x)
2172 root 1.24 q = -300 * x;
2173 elmex 1.1 else
2174     return 0;
2175    
2176 root 1.24 if (y > 0)
2177     {
2178     if (q < -242)
2179     return 3;
2180     if (q < -41)
2181     return 2;
2182     if (q < 41)
2183     return 1;
2184     if (q < 242)
2185     return 8;
2186     return 7;
2187     }
2188 elmex 1.1
2189     if (q < -242)
2190 root 1.24 return 7;
2191 elmex 1.1 if (q < -41)
2192 root 1.24 return 6;
2193 elmex 1.1 if (q < 41)
2194 root 1.24 return 5;
2195 elmex 1.1 if (q < 242)
2196 root 1.24 return 4;
2197 elmex 1.1
2198 root 1.24 return 3;
2199 elmex 1.1 }
2200    
2201     /*
2202     * absdir(int): Returns a number between 1 and 8, which represent
2203     * the "absolute" direction of a number (it actually takes care of
2204     * "overflow" in previous calculations of a direction).
2205     */
2206    
2207 root 1.24 int
2208     absdir (int d)
2209     {
2210     while (d < 1)
2211     d += 8;
2212 root 1.82
2213 root 1.24 while (d > 8)
2214     d -= 8;
2215 root 1.82
2216 elmex 1.1 return d;
2217     }
2218    
2219     /*
2220     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221     * between two directions (which are expected to be absolute (see absdir())
2222     */
2223    
2224 root 1.24 int
2225     dirdiff (int dir1, int dir2)
2226     {
2227 root 1.82 int d;
2228 root 1.24
2229     d = abs (dir1 - dir2);
2230     if (d > 4)
2231 elmex 1.1 d = 8 - d;
2232 root 1.82
2233 elmex 1.1 return d;
2234     }
2235    
2236     /* peterm:
2237     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2238     * Basically, this is a table of directions, and what directions
2239     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2240     * This basically means that if direction is 15, then it could either go
2241     * direction 4, 14, or 16 to get back to where we are.
2242     * Moved from spell_util.c to object.c with the other related direction
2243     * functions.
2244     */
2245 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2246 root 1.24 {0, 0, 0}, /* 0 */
2247     {0, 0, 0}, /* 1 */
2248     {0, 0, 0}, /* 2 */
2249     {0, 0, 0}, /* 3 */
2250     {0, 0, 0}, /* 4 */
2251     {0, 0, 0}, /* 5 */
2252     {0, 0, 0}, /* 6 */
2253     {0, 0, 0}, /* 7 */
2254     {0, 0, 0}, /* 8 */
2255     {8, 1, 2}, /* 9 */
2256     {1, 2, -1}, /* 10 */
2257     {2, 10, 12}, /* 11 */
2258     {2, 3, -1}, /* 12 */
2259     {2, 3, 4}, /* 13 */
2260     {3, 4, -1}, /* 14 */
2261     {4, 14, 16}, /* 15 */
2262     {5, 4, -1}, /* 16 */
2263     {4, 5, 6}, /* 17 */
2264     {6, 5, -1}, /* 18 */
2265     {6, 20, 18}, /* 19 */
2266     {7, 6, -1}, /* 20 */
2267     {6, 7, 8}, /* 21 */
2268     {7, 8, -1}, /* 22 */
2269     {8, 22, 24}, /* 23 */
2270     {8, 1, -1}, /* 24 */
2271     {24, 9, 10}, /* 25 */
2272     {9, 10, -1}, /* 26 */
2273     {10, 11, -1}, /* 27 */
2274     {27, 11, 29}, /* 28 */
2275     {11, 12, -1}, /* 29 */
2276     {12, 13, -1}, /* 30 */
2277     {12, 13, 14}, /* 31 */
2278     {13, 14, -1}, /* 32 */
2279     {14, 15, -1}, /* 33 */
2280     {33, 15, 35}, /* 34 */
2281     {16, 15, -1}, /* 35 */
2282     {17, 16, -1}, /* 36 */
2283     {18, 17, 16}, /* 37 */
2284     {18, 17, -1}, /* 38 */
2285     {18, 19, -1}, /* 39 */
2286     {41, 19, 39}, /* 40 */
2287     {19, 20, -1}, /* 41 */
2288     {20, 21, -1}, /* 42 */
2289     {20, 21, 22}, /* 43 */
2290     {21, 22, -1}, /* 44 */
2291     {23, 22, -1}, /* 45 */
2292     {45, 47, 23}, /* 46 */
2293     {23, 24, -1}, /* 47 */
2294     {24, 9, -1}
2295     }; /* 48 */
2296 elmex 1.1
2297     /* Recursive routine to step back and see if we can
2298     * find a path to that monster that we found. If not,
2299     * we don't bother going toward it. Returns 1 if we
2300     * can see a direct way to get it
2301     * Modified to be map tile aware -.MSW
2302     */
2303 root 1.24 int
2304 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2305 root 1.24 {
2306 root 1.29 sint16 dx, dy;
2307 root 1.75 int mflags;
2308 root 1.24
2309     if (dir < 0)
2310     return 0; /* exit condition: invalid direction */
2311    
2312     dx = x + freearr_x[dir];
2313     dy = y + freearr_y[dir];
2314    
2315     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2316    
2317     /* This functional arguably was incorrect before - it was
2318     * checking for P_WALL - that was basically seeing if
2319     * we could move to the monster - this is being more
2320     * literal on if we can see it. To know if we can actually
2321     * move to the monster, we'd need the monster passed in or
2322     * at least its move type.
2323     */
2324     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325     return 0;
2326    
2327     /* yes, can see. */
2328     if (dir < 9)
2329     return 1;
2330 root 1.75
2331     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2332     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2334 root 1.24 }
2335    
2336 elmex 1.1 /*
2337     * can_pick(picker, item): finds out if an object is possible to be
2338     * picked up by the picker. Returnes 1 if it can be
2339     * picked up, otherwise 0.
2340     *
2341     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342     * core dumps if they do.
2343     *
2344     * Add a check so we can't pick up invisible objects (0.93.8)
2345     */
2346    
2347 root 1.24 int
2348     can_pick (const object *who, const object *item)
2349     {
2350     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2351     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2352     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2353 elmex 1.1 }
2354    
2355     /*
2356     * create clone from object to another
2357     */
2358 root 1.24 object *
2359     object_create_clone (object *asrc)
2360     {
2361 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2362 elmex 1.1
2363 root 1.24 if (!asrc)
2364 root 1.62 return 0;
2365    
2366 root 1.24 src = asrc;
2367     if (src->head)
2368     src = src->head;
2369    
2370 root 1.62 prev = 0;
2371 root 1.24 for (part = src; part; part = part->more)
2372     {
2373 root 1.65 tmp = part->clone ();
2374 root 1.24 tmp->x -= src->x;
2375     tmp->y -= src->y;
2376 root 1.62
2377 root 1.24 if (!part->head)
2378     {
2379     dst = tmp;
2380 root 1.62 tmp->head = 0;
2381 root 1.24 }
2382     else
2383 root 1.75 tmp->head = dst;
2384 root 1.62
2385     tmp->more = 0;
2386    
2387 root 1.24 if (prev)
2388     prev->more = tmp;
2389 root 1.62
2390 root 1.24 prev = tmp;
2391 elmex 1.1 }
2392 root 1.24
2393     for (item = src->inv; item; item = item->below)
2394 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2395 elmex 1.1
2396 root 1.24 return dst;
2397 elmex 1.1 }
2398    
2399     /* GROS - Creates an object using a string representing its content. */
2400     /* Basically, we save the content of the string to a temp file, then call */
2401     /* load_object on it. I admit it is a highly inefficient way to make things, */
2402     /* but it was simple to make and allows reusing the load_object function. */
2403     /* Remember not to use load_object_str in a time-critical situation. */
2404     /* Also remember that multiparts objects are not supported for now. */
2405 root 1.24 object *
2406     load_object_str (const char *obstr)
2407 elmex 1.1 {
2408 root 1.48 object *op;
2409     char filename[MAX_BUF];
2410 root 1.9
2411 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412    
2413 root 1.48 FILE *tempfile = fopen (filename, "w");
2414 root 1.24
2415     if (tempfile == NULL)
2416 elmex 1.1 {
2417 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2418     return NULL;
2419 root 1.41 }
2420    
2421 root 1.24 fprintf (tempfile, obstr);
2422     fclose (tempfile);
2423 elmex 1.1
2424 root 1.64 op = object::create ();
2425 elmex 1.1
2426 root 1.29 object_thawer thawer (filename);
2427 root 1.13
2428 root 1.24 if (thawer)
2429     load_object (thawer, op, 0);
2430 root 1.13
2431 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432     CLEAR_FLAG (op, FLAG_REMOVED);
2433 root 1.9
2434 root 1.24 return op;
2435 elmex 1.1 }
2436    
2437     /* This returns the first object in who's inventory that
2438     * has the same type and subtype match.
2439     * returns NULL if no match.
2440     */
2441 root 1.24 object *
2442     find_obj_by_type_subtype (const object *who, int type, int subtype)
2443 elmex 1.1 {
2444 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2445 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2446     return tmp;
2447 elmex 1.1
2448 root 1.82 return 0;
2449 elmex 1.1 }
2450    
2451     /* If ob has a field named key, return the link from the list,
2452     * otherwise return NULL.
2453     *
2454     * key must be a passed in shared string - otherwise, this won't
2455     * do the desired thing.
2456     */
2457 root 1.24 key_value *
2458     get_ob_key_link (const object *ob, const char *key)
2459     {
2460 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2461 root 1.48 if (link->key == key)
2462     return link;
2463 root 1.24
2464 root 1.82 return 0;
2465 root 1.24 }
2466 elmex 1.1
2467     /*
2468     * Returns the value of op has an extra_field for key, or NULL.
2469     *
2470     * The argument doesn't need to be a shared string.
2471     *
2472     * The returned string is shared.
2473     */
2474 root 1.24 const char *
2475     get_ob_key_value (const object *op, const char *const key)
2476     {
2477 root 1.35 key_value *link;
2478     shstr_cmp canonical_key (key);
2479 root 1.24
2480 root 1.35 if (!canonical_key)
2481 root 1.24 {
2482     /* 1. There being a field named key on any object
2483     * implies there'd be a shared string to find.
2484     * 2. Since there isn't, no object has this field.
2485     * 3. Therefore, *this* object doesn't have this field.
2486     */
2487 root 1.35 return 0;
2488 elmex 1.1 }
2489    
2490 root 1.24 /* This is copied from get_ob_key_link() above -
2491     * only 4 lines, and saves the function call overhead.
2492     */
2493 root 1.35 for (link = op->key_values; link; link = link->next)
2494     if (link->key == canonical_key)
2495     return link->value;
2496    
2497     return 0;
2498 elmex 1.1 }
2499    
2500    
2501     /*
2502     * Updates the canonical_key in op to value.
2503     *
2504     * canonical_key is a shared string (value doesn't have to be).
2505     *
2506     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507     * keys.
2508     *
2509     * Returns TRUE on success.
2510     */
2511 root 1.24 int
2512     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513     {
2514 root 1.82 key_value *field = NULL, *last = NULL;
2515 root 1.24
2516     for (field = op->key_values; field != NULL; field = field->next)
2517     {
2518     if (field->key != canonical_key)
2519     {
2520     last = field;
2521     continue;
2522     }
2523    
2524     if (value)
2525     field->value = value;
2526     else
2527     {
2528     /* Basically, if the archetype has this key set,
2529     * we need to store the null value so when we save
2530     * it, we save the empty value so that when we load,
2531     * we get this value back again.
2532     */
2533     if (get_ob_key_link (&op->arch->clone, canonical_key))
2534     field->value = 0;
2535     else
2536     {
2537     if (last)
2538     last->next = field->next;
2539     else
2540     op->key_values = field->next;
2541    
2542 root 1.29 delete field;
2543 root 1.24 }
2544     }
2545     return TRUE;
2546     }
2547     /* IF we get here, key doesn't exist */
2548    
2549     /* No field, we'll have to add it. */
2550    
2551     if (!add_key)
2552 root 1.82 return FALSE;
2553    
2554 root 1.24 /* There isn't any good reason to store a null
2555     * value in the key/value list. If the archetype has
2556     * this key, then we should also have it, so shouldn't
2557     * be here. If user wants to store empty strings,
2558     * should pass in ""
2559     */
2560     if (value == NULL)
2561 elmex 1.1 return TRUE;
2562 root 1.24
2563     field = new key_value;
2564    
2565     field->key = canonical_key;
2566     field->value = value;
2567     /* Usual prepend-addition. */
2568     field->next = op->key_values;
2569     op->key_values = field;
2570    
2571     return TRUE;
2572 elmex 1.1 }
2573    
2574     /*
2575     * Updates the key in op to value.
2576     *
2577     * If add_key is FALSE, this will only update existing keys,
2578     * and not add new ones.
2579     * In general, should be little reason FALSE is ever passed in for add_key
2580     *
2581     * Returns TRUE on success.
2582     */
2583 root 1.24 int
2584     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585 root 1.11 {
2586 root 1.29 shstr key_ (key);
2587 root 1.24
2588 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2589 elmex 1.1 }
2590 root 1.31
2591 root 1.34 object::depth_iterator::depth_iterator (object *container)
2592     : iterator_base (container)
2593     {
2594     while (item->inv)
2595     item = item->inv;
2596     }
2597    
2598 root 1.31 void
2599 root 1.34 object::depth_iterator::next ()
2600 root 1.31 {
2601 root 1.34 if (item->below)
2602     {
2603     item = item->below;
2604    
2605     while (item->inv)
2606     item = item->inv;
2607     }
2608 root 1.31 else
2609 root 1.34 item = item->env;
2610 root 1.31 }
2611 root 1.34
2612 elmex 1.97
2613     const char *
2614     object::flag_desc (char *desc, int len) const
2615     {
2616     char *p = desc;
2617     bool first = true;
2618    
2619 root 1.101 *p = 0;
2620    
2621 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2622     {
2623     if (len <= 10) // magic constant!
2624     {
2625     snprintf (p, len, ",...");
2626     break;
2627     }
2628    
2629 root 1.101 if (flag [i])
2630 elmex 1.97 {
2631     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632     len -= cnt;
2633     p += cnt;
2634     first = false;
2635     }
2636     }
2637    
2638     return desc;
2639     }
2640    
2641 root 1.101 // return a suitable string describing an object in enough detail to find it
2642 root 1.36 const char *
2643     object::debug_desc (char *info) const
2644     {
2645 elmex 1.97 char flagdesc[512];
2646     char info2[256 * 4];
2647 root 1.36 char *p = info;
2648    
2649 elmex 1.97 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650     count, uuid.seq,
2651 root 1.36 &name,
2652 elmex 1.97 title ? "\",title:" : "",
2653     title ? (const char *)title : "",
2654     flag_desc (flagdesc, 512), type);
2655 root 1.36
2656     if (env)
2657     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658    
2659     if (map)
2660 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 root 1.36
2662     return info;
2663     }
2664    
2665     const char *
2666     object::debug_desc () const
2667     {
2668 root 1.102 static char info[256 * 4];
2669 root 1.36 return debug_desc (info);
2670     }
2671