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Revision: 1.106
Committed: Wed Jan 3 20:08:04 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.105: +10 -0 lines
Log Message:
- new untested set_flag_inv method to change a flag on all inv objects
- do ot satop running when switching maps
- fixed speed_left assymentry in handle_newcs_player
- do not immediately handle running commands when calling handle_command,
  as it could have deactivated the object.

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 1.106 void
784     object::set_flag_inv (int flag, int value)
785     {
786     for (object *op = inv; op; op = op->below)
787     {
788     op->flag [flag] = value;
789     op->set_flag_inv (flag, value);
790     }
791     }
792    
793 root 1.89 /*
794     * Remove and free all objects in the inventory of the given object.
795     * object.c ?
796     */
797     void
798     object::destroy_inv (bool drop_to_ground)
799     {
800 root 1.94 // need to check first, because the checks below might segfault
801     // as we might be on an invalid mapspace and crossfire code
802     // is too buggy to ensure that the inventory is empty.
803     // corollary: if you create arrows etc. with stuff in tis inventory,
804     // cf will crash below with off-map x and y
805     if (!inv)
806     return;
807    
808 root 1.89 /* Only if the space blocks everything do we not process -
809     * if some form of movement is allowed, let objects
810     * drop on that space.
811     */
812 root 1.92 if (!drop_to_ground
813     || !map
814     || map->in_memory != MAP_IN_MEMORY
815 root 1.95 || ms ().move_block == MOVE_ALL)
816 root 1.89 {
817     while (inv)
818 root 1.92 {
819     inv->destroy_inv (drop_to_ground);
820     inv->destroy ();
821     }
822 root 1.89 }
823     else
824     { /* Put objects in inventory onto this space */
825     while (inv)
826     {
827     object *op = inv;
828    
829     if (op->flag [FLAG_STARTEQUIP]
830     || op->flag [FLAG_NO_DROP]
831     || op->type == RUNE
832     || op->type == TRAP
833     || op->flag [FLAG_IS_A_TEMPLATE])
834     op->destroy ();
835     else
836 root 1.93 map->insert (op, x, y);
837 root 1.89 }
838     }
839     }
840    
841 root 1.21 object *object::create ()
842     {
843 root 1.42 object *op = new object;
844 root 1.22 op->link ();
845     return op;
846 root 1.21 }
847 elmex 1.1
848 root 1.82 void
849     object::do_destroy ()
850 root 1.14 {
851 root 1.82 if (flag [FLAG_IS_LINKED])
852     remove_button_link (this);
853 root 1.29
854 root 1.82 if (flag [FLAG_FRIENDLY])
855 root 1.32 remove_friendly_object (this);
856    
857 root 1.82 if (!flag [FLAG_REMOVED])
858 root 1.63 remove ();
859 root 1.14
860 root 1.82 if (flag [FLAG_FREED])
861     return;
862 root 1.14
863 root 1.92 set_speed (0);
864    
865 root 1.82 flag [FLAG_FREED] = 1;
866 root 1.14
867 root 1.90 attachable::do_destroy ();
868    
869 root 1.89 destroy_inv (true);
870 root 1.88 unlink ();
871    
872 root 1.57 // hack to ensure that freed objects still have a valid map
873     {
874     static maptile *freed_map; // freed objects are moved here to avoid crashes
875    
876     if (!freed_map)
877     {
878     freed_map = new maptile;
879    
880     freed_map->name = "/internal/freed_objects_map";
881     freed_map->width = 3;
882     freed_map->height = 3;
883    
884 root 1.96 freed_map->alloc ();
885 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
886 root 1.57 }
887    
888     map = freed_map;
889     x = 1;
890     y = 1;
891     }
892    
893 root 1.82 head = 0;
894 root 1.88
895     if (more)
896     {
897     more->destroy ();
898     more = 0;
899     }
900 root 1.82
901 root 1.44 // clear those pointers that likely might have circular references to us
902     owner = 0;
903     enemy = 0;
904     attacked_by = 0;
905 root 1.25
906 root 1.52 // only relevant for players(?), but make sure of it anyways
907     contr = 0;
908 root 1.82 }
909    
910     void
911     object::destroy (bool destroy_inventory)
912     {
913     if (destroyed ())
914     return;
915    
916     if (destroy_inventory)
917 root 1.89 destroy_inv (false);
918 root 1.22
919 root 1.82 attachable::destroy ();
920 elmex 1.1 }
921    
922     /*
923     * sub_weight() recursively (outwards) subtracts a number from the
924     * weight of an object (and what is carried by it's environment(s)).
925     */
926 root 1.24 void
927     sub_weight (object *op, signed long weight)
928     {
929     while (op != NULL)
930     {
931     if (op->type == CONTAINER)
932 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933    
934 root 1.24 op->carrying -= weight;
935     op = op->env;
936 elmex 1.1 }
937     }
938    
939 root 1.63 /* op->remove ():
940 elmex 1.1 * This function removes the object op from the linked list of objects
941     * which it is currently tied to. When this function is done, the
942     * object will have no environment. If the object previously had an
943     * environment, the x and y coordinates will be updated to
944     * the previous environment.
945     * Beware: This function is called from the editor as well!
946     */
947 root 1.24 void
948 root 1.59 object::remove ()
949 root 1.24 {
950 root 1.45 object *tmp, *last = 0;
951     object *otmp;
952 root 1.26
953 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
954 root 1.29 return;
955 root 1.24
956 root 1.59 SET_FLAG (this, FLAG_REMOVED);
957 root 1.82 INVOKE_OBJECT (REMOVE, this);
958 root 1.26
959 root 1.59 if (more)
960     more->remove ();
961 root 1.24
962     /*
963     * In this case, the object to be removed is in someones
964     * inventory.
965     */
966 root 1.59 if (env)
967 root 1.24 {
968 root 1.59 if (nrof)
969     sub_weight (env, weight * nrof);
970 root 1.24 else
971 root 1.59 sub_weight (env, weight + carrying);
972 root 1.24
973     /* NO_FIX_PLAYER is set when a great many changes are being
974     * made to players inventory. If set, avoiding the call
975     * to save cpu time.
976     */
977 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
978 root 1.78 otmp->update_stats ();
979 root 1.24
980 root 1.96 if (above)
981 root 1.59 above->below = below;
982 root 1.24 else
983 root 1.59 env->inv = below;
984 root 1.24
985 root 1.96 if (below)
986 root 1.59 below->above = above;
987 root 1.24
988     /* we set up values so that it could be inserted into
989     * the map, but we don't actually do that - it is up
990     * to the caller to decide what we want to do.
991     */
992 root 1.59 x = env->x, y = env->y;
993     map = env->map;
994     above = 0, below = 0;
995     env = 0;
996     }
997     else if (map)
998     {
999 root 1.96 if (type == PLAYER)
1000     {
1001     --map->players;
1002 root 1.100 map->touch ();
1003 root 1.96 }
1004    
1005 root 1.98 map->dirty = true;
1006 elmex 1.1
1007 root 1.29 /* link the object above us */
1008 root 1.59 if (above)
1009     above->below = below;
1010 root 1.29 else
1011 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1012 root 1.24
1013 root 1.29 /* Relink the object below us, if there is one */
1014 root 1.59 if (below)
1015     below->above = above;
1016 root 1.29 else
1017     {
1018     /* Nothing below, which means we need to relink map object for this space
1019     * use translated coordinates in case some oddness with map tiling is
1020     * evident
1021     */
1022 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1023 root 1.29 {
1024 root 1.59 char *dump = dump_object (this);
1025 root 1.29 LOG (llevError,
1026 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);
1027     free (dump);
1028 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1029 root 1.53 LOG (llevError, "%s\n", dump);
1030     free (dump);
1031 root 1.29 }
1032 elmex 1.1
1033 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
1034 root 1.8 }
1035 root 1.26
1036 root 1.59 above = 0;
1037     below = 0;
1038 root 1.26
1039 root 1.59 if (map->in_memory == MAP_SAVING)
1040 root 1.29 return;
1041 elmex 1.1
1042 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1043 elmex 1.1
1044 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1045 root 1.24 {
1046 root 1.29 /* No point updating the players look faces if he is the object
1047     * being removed.
1048 root 1.24 */
1049 root 1.29
1050 root 1.59 if (tmp->type == PLAYER && tmp != this)
1051 root 1.24 {
1052 root 1.29 /* If a container that the player is currently using somehow gets
1053     * removed (most likely destroyed), update the player view
1054     * appropriately.
1055     */
1056 root 1.59 if (tmp->container == this)
1057 root 1.29 {
1058 root 1.82 flag [FLAG_APPLIED] = 0;
1059 root 1.59 tmp->container = 0;
1060 root 1.29 }
1061    
1062 root 1.82 if (tmp->contr->ns)
1063     tmp->contr->ns->floorbox_update ();
1064 root 1.8 }
1065 root 1.26
1066 root 1.96 /* See if object moving off should effect something */
1067 root 1.50 if (check_walk_off
1068 root 1.59 && ((move_type & tmp->move_off)
1069     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 root 1.29 {
1071 elmex 1.72 move_apply (tmp, this, 0);
1072 root 1.24
1073 root 1.59 if (destroyed ())
1074 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1075 root 1.8 }
1076    
1077 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1078 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1079 root 1.29 if (tmp->above == tmp)
1080 root 1.59 tmp->above = 0;
1081 root 1.8
1082 root 1.29 last = tmp;
1083     }
1084 root 1.26
1085 root 1.96 /* last == NULL if there are no objects on this space */
1086     //TODO: this makes little sense, why only update the topmost object?
1087 root 1.59 if (!last)
1088 root 1.99 map->at (x, y).flags_ = 0;
1089 root 1.29 else
1090     update_object (last, UP_OBJ_REMOVE);
1091 root 1.26
1092 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1093 root 1.59 update_all_los (map, x, y);
1094 elmex 1.1 }
1095     }
1096    
1097     /*
1098     * merge_ob(op,top):
1099     *
1100     * This function goes through all objects below and including top, and
1101     * merges op to the first matching object.
1102     * If top is NULL, it is calculated.
1103     * Returns pointer to object if it succeded in the merge, otherwise NULL
1104     */
1105 root 1.24 object *
1106     merge_ob (object *op, object *top)
1107     {
1108     if (!op->nrof)
1109 elmex 1.1 return 0;
1110 root 1.29
1111 root 1.82 if (top)
1112     for (top = op; top && top->above; top = top->above)
1113     ;
1114 root 1.29
1115 root 1.82 for (; top; top = top->below)
1116 elmex 1.1 {
1117 root 1.24 if (top == op)
1118     continue;
1119 root 1.66
1120     if (object::can_merge (op, top))
1121 root 1.24 {
1122     top->nrof += op->nrof;
1123    
1124 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1125 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1126 root 1.64 op->destroy ();
1127 root 1.24 return top;
1128     }
1129 elmex 1.1 }
1130 root 1.29
1131 root 1.45 return 0;
1132 elmex 1.1 }
1133    
1134     /*
1135     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1136     * job preparing multi-part monsters
1137     */
1138 root 1.24 object *
1139 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140 root 1.24 {
1141 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 root 1.24 {
1143     tmp->x = x + tmp->arch->clone.x;
1144     tmp->y = y + tmp->arch->clone.y;
1145 elmex 1.1 }
1146 root 1.29
1147 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1148 elmex 1.1 }
1149    
1150     /*
1151     * insert_ob_in_map (op, map, originator, flag):
1152     * This function inserts the object in the two-way linked list
1153     * which represents what is on a map.
1154     * The second argument specifies the map, and the x and y variables
1155     * in the object about to be inserted specifies the position.
1156     *
1157     * originator: Player, monster or other object that caused 'op' to be inserted
1158     * into 'map'. May be NULL.
1159     *
1160     * flag is a bitmask about special things to do (or not do) when this
1161     * function is called. see the object.h file for the INS_ values.
1162     * Passing 0 for flag gives proper default values, so flag really only needs
1163     * to be set if special handling is needed.
1164     *
1165     * Return value:
1166     * new object if 'op' was merged with other object
1167     * NULL if 'op' was destroyed
1168     * just 'op' otherwise
1169     */
1170 root 1.24 object *
1171 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172 elmex 1.1 {
1173 root 1.25 object *tmp, *top, *floor = NULL;
1174     sint16 x, y;
1175 elmex 1.1
1176 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1177     {
1178     LOG (llevError, "Trying to insert freed object!\n");
1179     return NULL;
1180     }
1181 root 1.25
1182 root 1.96 if (!m)
1183 root 1.24 {
1184 root 1.53 char *dump = dump_object (op);
1185     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186     free (dump);
1187 root 1.24 return op;
1188 elmex 1.1 }
1189 root 1.25
1190 root 1.24 if (out_of_map (m, op->x, op->y))
1191     {
1192 root 1.53 char *dump = dump_object (op);
1193     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1194 elmex 1.1 #ifdef MANY_CORES
1195 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1196     * is likely to cause a crash. Better to find out where it is getting
1197     * improperly inserted.
1198     */
1199     abort ();
1200 elmex 1.1 #endif
1201 root 1.53 free (dump);
1202 root 1.24 return op;
1203 elmex 1.1 }
1204 root 1.25
1205 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206     {
1207 root 1.53 char *dump = dump_object (op);
1208     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209     free (dump);
1210 root 1.24 return op;
1211     }
1212 root 1.25
1213 root 1.82 if (op->more)
1214 root 1.24 {
1215     /* The part may be on a different map. */
1216    
1217 root 1.26 object *more = op->more;
1218 root 1.24
1219 pippijn 1.105 /* We really need the caller to normalise coordinates - if
1220 root 1.24 * we set the map, that doesn't work if the location is within
1221     * a map and this is straddling an edge. So only if coordinate
1222 pippijn 1.105 * is clear wrong do we normalise it.
1223 root 1.24 */
1224     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1225 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1226 root 1.24 else if (!more->map)
1227     {
1228     /* For backwards compatibility - when not dealing with tiled maps,
1229     * more->map should always point to the parent.
1230     */
1231     more->map = m;
1232     }
1233    
1234     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235     {
1236     if (!op->head)
1237     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238 root 1.26
1239 root 1.82 return 0;
1240 root 1.8 }
1241 root 1.24 }
1242 root 1.25
1243 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1244 root 1.8
1245 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1246     * of areas of callers (eg, anything that uses find_free_spot would now
1247     * need extra work
1248     */
1249     op->map = get_map_from_coord (m, &op->x, &op->y);
1250     x = op->x;
1251     y = op->y;
1252    
1253     /* this has to be done after we translate the coordinates.
1254     */
1255     if (op->nrof && !(flag & INS_NO_MERGE))
1256 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1257 root 1.66 if (object::can_merge (op, tmp))
1258 root 1.25 {
1259     op->nrof += tmp->nrof;
1260 root 1.64 tmp->destroy ();
1261 root 1.25 }
1262 root 1.24
1263     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265 root 1.25
1266 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1267     CLEAR_FLAG (op, FLAG_NO_STEAL);
1268    
1269     if (flag & INS_BELOW_ORIGINATOR)
1270     {
1271     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1272     {
1273     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1274     abort ();
1275     }
1276 root 1.25
1277 root 1.24 op->above = originator;
1278     op->below = originator->below;
1279 root 1.25
1280 root 1.24 if (op->below)
1281     op->below->above = op;
1282     else
1283 root 1.84 op->ms ().bot = op;
1284 root 1.25
1285 root 1.24 /* since *below* originator, no need to update top */
1286     originator->below = op;
1287 elmex 1.1 }
1288 root 1.24 else
1289     {
1290     /* If there are other objects, then */
1291     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1292     {
1293 root 1.96 object *last = 0;
1294 root 1.24
1295     /*
1296     * If there are multiple objects on this space, we do some trickier handling.
1297     * We've already dealt with merging if appropriate.
1298     * Generally, we want to put the new object on top. But if
1299     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300     * floor, we want to insert above that and no further.
1301     * Also, if there are spell objects on this space, we stop processing
1302     * once we get to them. This reduces the need to traverse over all of
1303     * them when adding another one - this saves quite a bit of cpu time
1304     * when lots of spells are cast in one area. Currently, it is presumed
1305     * that flying non pickable objects are spell objects.
1306     */
1307 root 1.96 while (top)
1308 root 1.24 {
1309     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310     floor = top;
1311 root 1.26
1312 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))
1313     {
1314     /* We insert above top, so we want this object below this */
1315     top = top->below;
1316     break;
1317     }
1318 root 1.26
1319 root 1.24 last = top;
1320     top = top->above;
1321     }
1322 root 1.26
1323 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1324     top = last;
1325 root 1.8
1326 root 1.24 /* We let update_position deal with figuring out what the space
1327     * looks like instead of lots of conditions here.
1328     * makes things faster, and effectively the same result.
1329     */
1330    
1331     /* Have object 'fall below' other objects that block view.
1332     * Unless those objects are exits, type 66
1333     * If INS_ON_TOP is used, don't do this processing
1334     * Need to find the object that in fact blocks view, otherwise
1335     * stacking is a bit odd.
1336     */
1337     if (!(flag & INS_ON_TOP) &&
1338 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1339 root 1.24 {
1340     for (last = top; last != floor; last = last->below)
1341     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342     break;
1343     /* Check to see if we found the object that blocks view,
1344     * and make sure we have a below pointer for it so that
1345     * we can get inserted below this one, which requires we
1346     * set top to the object below us.
1347     */
1348     if (last && last->below && last != floor)
1349     top = last->below;
1350 root 1.8 }
1351 root 1.24 } /* If objects on this space */
1352 root 1.25
1353 root 1.24 if (flag & INS_MAP_LOAD)
1354     top = GET_MAP_TOP (op->map, op->x, op->y);
1355 root 1.25
1356 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1357     top = floor;
1358    
1359     /* Top is the object that our object (op) is going to get inserted above.
1360     */
1361    
1362     /* First object on this space */
1363     if (!top)
1364     {
1365     op->above = GET_MAP_OB (op->map, op->x, op->y);
1366 root 1.25
1367 root 1.24 if (op->above)
1368     op->above->below = op;
1369 root 1.25
1370 root 1.96 op->below = 0;
1371 root 1.84 op->ms ().bot = op;
1372 root 1.24 }
1373     else
1374     { /* get inserted into the stack above top */
1375     op->above = top->above;
1376 root 1.25
1377 root 1.24 if (op->above)
1378     op->above->below = op;
1379 root 1.25
1380 root 1.24 op->below = top;
1381     top->above = op;
1382     }
1383 root 1.25
1384 root 1.96 if (!op->above)
1385 root 1.76 op->ms ().top = op;
1386 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1387 root 1.8
1388 root 1.24 if (op->type == PLAYER)
1389 root 1.96 {
1390     op->contr->do_los = 1;
1391     ++op->map->players;
1392 root 1.100 op->map->touch ();
1393 root 1.96 }
1394 root 1.24
1395 root 1.98 op->map->dirty = true;
1396    
1397 root 1.24 /* If we have a floor, we know the player, if any, will be above
1398     * it, so save a few ticks and start from there.
1399     */
1400     if (!(flag & INS_MAP_LOAD))
1401 root 1.76 if (object *pl = op->ms ().player ())
1402 root 1.82 if (pl->contr->ns)
1403     pl->contr->ns->floorbox_update ();
1404 root 1.24
1405     /* If this object glows, it may affect lighting conditions that are
1406     * visible to others on this map. But update_all_los is really
1407     * an inefficient way to do this, as it means los for all players
1408     * on the map will get recalculated. The players could very well
1409     * be far away from this change and not affected in any way -
1410     * this should get redone to only look for players within range,
1411 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1412 root 1.24 * of effect may be sufficient.
1413     */
1414 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1415 root 1.24 update_all_los (op->map, op->x, op->y);
1416    
1417     /* updates flags (blocked, alive, no magic, etc) for this map space */
1418     update_object (op, UP_OBJ_INSERT);
1419    
1420 root 1.82 INVOKE_OBJECT (INSERT, op);
1421    
1422 root 1.24 /* Don't know if moving this to the end will break anything. However,
1423 root 1.70 * we want to have floorbox_update called before calling this.
1424 root 1.24 *
1425     * check_move_on() must be after this because code called from
1426     * check_move_on() depends on correct map flags (so functions like
1427     * blocked() and wall() work properly), and these flags are updated by
1428     * update_object().
1429     */
1430    
1431     /* if this is not the head or flag has been passed, don't check walk on status */
1432     if (!(flag & INS_NO_WALK_ON) && !op->head)
1433     {
1434     if (check_move_on (op, originator))
1435 root 1.82 return 0;
1436 elmex 1.1
1437 root 1.24 /* If we are a multi part object, lets work our way through the check
1438     * walk on's.
1439     */
1440     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1441     if (check_move_on (tmp, originator))
1442 root 1.82 return 0;
1443 elmex 1.1 }
1444 root 1.25
1445 root 1.24 return op;
1446 elmex 1.1 }
1447    
1448     /* this function inserts an object in the map, but if it
1449 root 1.75 * finds an object of its own type, it'll remove that one first.
1450     * op is the object to insert it under: supplies x and the map.
1451 elmex 1.1 */
1452 root 1.24 void
1453     replace_insert_ob_in_map (const char *arch_string, object *op)
1454     {
1455 root 1.75 object *tmp, *tmp1;
1456 elmex 1.1
1457 root 1.24 /* first search for itself and remove any old instances */
1458 elmex 1.1
1459 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1461     tmp->destroy ();
1462 elmex 1.1
1463 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1464 elmex 1.1
1465 root 1.24 tmp1->x = op->x;
1466     tmp1->y = op->y;
1467     insert_ob_in_map (tmp1, op->map, op, 0);
1468     }
1469 elmex 1.1
1470 root 1.93 object *
1471     object::insert_at (object *where, object *originator, int flags)
1472     {
1473     where->map->insert (this, where->x, where->y, originator, flags);
1474     }
1475    
1476 elmex 1.1 /*
1477     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1478     * is returned contains nr objects, and the remaining parts contains
1479     * the rest (or is removed and freed if that number is 0).
1480     * On failure, NULL is returned, and the reason put into the
1481     * global static errmsg array.
1482     */
1483 root 1.24 object *
1484     get_split_ob (object *orig_ob, uint32 nr)
1485     {
1486 root 1.64 object *newob;
1487     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488 root 1.24
1489     if (orig_ob->nrof < nr)
1490     {
1491     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492     return NULL;
1493     }
1494 root 1.29
1495 root 1.24 newob = object_create_clone (orig_ob);
1496 root 1.29
1497 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1498 root 1.63 orig_ob->destroy (1);
1499 root 1.24 else if (!is_removed)
1500     {
1501     if (orig_ob->env != NULL)
1502     sub_weight (orig_ob->env, orig_ob->weight * nr);
1503     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504     {
1505     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507     return NULL;
1508 root 1.8 }
1509 elmex 1.1 }
1510 root 1.29
1511 root 1.24 newob->nrof = nr;
1512 elmex 1.1
1513 root 1.24 return newob;
1514 elmex 1.1 }
1515    
1516     /*
1517     * decrease_ob_nr(object, number) decreases a specified number from
1518     * the amount of an object. If the amount reaches 0, the object
1519     * is subsequently removed and freed.
1520     *
1521     * Return value: 'op' if something is left, NULL if the amount reached 0
1522     */
1523    
1524 root 1.24 object *
1525     decrease_ob_nr (object *op, uint32 i)
1526 elmex 1.1 {
1527 root 1.29 object *tmp;
1528 elmex 1.1
1529 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1530     return op;
1531    
1532     if (i > op->nrof)
1533     i = op->nrof;
1534    
1535     if (QUERY_FLAG (op, FLAG_REMOVED))
1536 root 1.29 op->nrof -= i;
1537 root 1.73 else if (op->env)
1538 root 1.24 {
1539     /* is this object in the players inventory, or sub container
1540     * therein?
1541     */
1542 root 1.74 tmp = op->in_player ();
1543 root 1.24 /* nope. Is this a container the player has opened?
1544     * If so, set tmp to that player.
1545     * IMO, searching through all the players will mostly
1546     * likely be quicker than following op->env to the map,
1547     * and then searching the map for a player.
1548     */
1549     if (!tmp)
1550 root 1.81 for_all_players (pl)
1551     if (pl->ob->container == op->env)
1552     {
1553     tmp = pl->ob;
1554     break;
1555     }
1556 elmex 1.1
1557 root 1.24 if (i < op->nrof)
1558     {
1559     sub_weight (op->env, op->weight * i);
1560     op->nrof -= i;
1561     if (tmp)
1562 root 1.73 esrv_send_item (tmp, op);
1563 root 1.24 }
1564     else
1565     {
1566 root 1.63 op->remove ();
1567 root 1.24 op->nrof = 0;
1568     if (tmp)
1569 root 1.73 esrv_del_item (tmp->contr, op->count);
1570 elmex 1.1 }
1571     }
1572 root 1.24 else
1573 elmex 1.1 {
1574 root 1.29 object *above = op->above;
1575 elmex 1.1
1576 root 1.24 if (i < op->nrof)
1577 root 1.29 op->nrof -= i;
1578 root 1.24 else
1579     {
1580 root 1.63 op->remove ();
1581 root 1.24 op->nrof = 0;
1582     }
1583 root 1.29
1584 root 1.24 /* Since we just removed op, op->above is null */
1585 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1586 root 1.24 if (tmp->type == PLAYER)
1587     {
1588     if (op->nrof)
1589     esrv_send_item (tmp, op);
1590     else
1591     esrv_del_item (tmp->contr, op->count);
1592     }
1593 elmex 1.1 }
1594    
1595 root 1.24 if (op->nrof)
1596 root 1.29 return op;
1597 root 1.24 else
1598     {
1599 root 1.64 op->destroy ();
1600 root 1.73 return 0;
1601 elmex 1.1 }
1602     }
1603    
1604     /*
1605     * add_weight(object, weight) adds the specified weight to an object,
1606     * and also updates how much the environment(s) is/are carrying.
1607     */
1608    
1609 root 1.24 void
1610     add_weight (object *op, signed long weight)
1611     {
1612     while (op != NULL)
1613     {
1614     if (op->type == CONTAINER)
1615 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1616    
1617 root 1.24 op->carrying += weight;
1618     op = op->env;
1619     }
1620 elmex 1.1 }
1621    
1622 root 1.24 object *
1623     insert_ob_in_ob (object *op, object *where)
1624     {
1625 root 1.59 if (!where)
1626 root 1.24 {
1627 root 1.53 char *dump = dump_object (op);
1628     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629     free (dump);
1630 root 1.24 return op;
1631     }
1632 root 1.29
1633 root 1.24 if (where->head)
1634     {
1635 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 root 1.24 where = where->head;
1637     }
1638 root 1.29
1639 root 1.59 return where->insert (op);
1640     }
1641    
1642     /*
1643     * env->insert (op)
1644     * This function inserts the object op in the linked list
1645     * inside the object environment.
1646     *
1647     * The function returns now pointer to inserted item, and return value can
1648     * be != op, if items are merged. -Tero
1649     */
1650    
1651     object *
1652     object::insert (object *op)
1653     {
1654     object *tmp, *otmp;
1655    
1656     if (!QUERY_FLAG (op, FLAG_REMOVED))
1657     op->remove ();
1658    
1659 root 1.24 if (op->more)
1660     {
1661     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1662     return op;
1663     }
1664 root 1.29
1665 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1666     CLEAR_FLAG (op, FLAG_REMOVED);
1667     if (op->nrof)
1668     {
1669 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1670 root 1.66 if (object::can_merge (tmp, op))
1671 root 1.24 {
1672     /* return the original object and remove inserted object
1673     (client needs the original object) */
1674     tmp->nrof += op->nrof;
1675     /* Weight handling gets pretty funky. Since we are adding to
1676     * tmp->nrof, we need to increase the weight.
1677     */
1678 root 1.59 add_weight (this, op->weight * op->nrof);
1679 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1680 root 1.59 op->destroy (); /* free the inserted object */
1681 root 1.24 op = tmp;
1682 root 1.59 op->remove (); /* and fix old object's links */
1683 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1684     break;
1685     }
1686    
1687     /* I assume combined objects have no inventory
1688     * We add the weight - this object could have just been removed
1689     * (if it was possible to merge). calling remove_ob will subtract
1690     * the weight, so we need to add it in again, since we actually do
1691     * the linking below
1692     */
1693 root 1.59 add_weight (this, op->weight * op->nrof);
1694 root 1.24 }
1695     else
1696 root 1.59 add_weight (this, (op->weight + op->carrying));
1697 elmex 1.1
1698 root 1.74 otmp = this->in_player ();
1699 root 1.59 if (otmp && otmp->contr)
1700     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1701 root 1.78 otmp->update_stats ();
1702 elmex 1.1
1703 root 1.74 op->map = 0;
1704 root 1.59 op->env = this;
1705 root 1.74 op->above = 0;
1706     op->below = 0;
1707 root 1.24 op->x = 0, op->y = 0;
1708 elmex 1.1
1709     /* reset the light list and los of the players on the map */
1710 root 1.59 if ((op->glow_radius != 0) && map)
1711 root 1.24 {
1712 elmex 1.1 #ifdef DEBUG_LIGHTS
1713 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1714     #endif /* DEBUG_LIGHTS */
1715 root 1.84 if (map->darkness)
1716 root 1.59 update_all_los (map, x, y);
1717 root 1.24 }
1718 elmex 1.1
1719     /* Client has no idea of ordering so lets not bother ordering it here.
1720     * It sure simplifies this function...
1721     */
1722 root 1.59 if (!inv)
1723     inv = op;
1724 root 1.24 else
1725     {
1726 root 1.59 op->below = inv;
1727 elmex 1.1 op->below->above = op;
1728 root 1.59 inv = op;
1729 root 1.24 }
1730 root 1.59
1731 root 1.82 INVOKE_OBJECT (INSERT, this);
1732    
1733 elmex 1.1 return op;
1734     }
1735    
1736     /*
1737     * Checks if any objects has a move_type that matches objects
1738     * that effect this object on this space. Call apply() to process
1739     * these events.
1740     *
1741     * Any speed-modification due to SLOW_MOVE() of other present objects
1742     * will affect the speed_left of the object.
1743     *
1744     * originator: Player, monster or other object that caused 'op' to be inserted
1745     * into 'map'. May be NULL.
1746     *
1747     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1748     *
1749     * 4-21-95 added code to check if appropriate skill was readied - this will
1750     * permit faster movement by the player through this terrain. -b.t.
1751     *
1752     * MSW 2001-07-08: Check all objects on space, not just those below
1753     * object being inserted. insert_ob_in_map may not put new objects
1754     * on top.
1755     */
1756 root 1.24 int
1757     check_move_on (object *op, object *originator)
1758 elmex 1.1 {
1759 root 1.48 object *tmp;
1760 root 1.49 maptile *m = op->map;
1761 root 1.48 int x = op->x, y = op->y;
1762 root 1.26
1763 root 1.48 MoveType move_on, move_slow, move_block;
1764 root 1.24
1765     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1766     return 0;
1767    
1768     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1769     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1770     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1771    
1772     /* if nothing on this space will slow op down or be applied,
1773     * no need to do checking below. have to make sure move_type
1774     * is set, as lots of objects don't have it set - we treat that
1775     * as walking.
1776     */
1777     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1778     return 0;
1779 elmex 1.1
1780 root 1.24 /* This is basically inverse logic of that below - basically,
1781     * if the object can avoid the move on or slow move, they do so,
1782     * but can't do it if the alternate movement they are using is
1783     * blocked. Logic on this seems confusing, but does seem correct.
1784     */
1785     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1786     return 0;
1787    
1788     /* The objects have to be checked from top to bottom.
1789     * Hence, we first go to the top:
1790     */
1791    
1792 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1793 root 1.24 {
1794     /* Trim the search when we find the first other spell effect
1795     * this helps performance so that if a space has 50 spell objects,
1796     * we don't need to check all of them.
1797     */
1798     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799     break;
1800     }
1801 root 1.26
1802     for (; tmp; tmp = tmp->below)
1803 root 1.24 {
1804     if (tmp == op)
1805     continue; /* Can't apply yourself */
1806 elmex 1.1
1807 root 1.24 /* Check to see if one of the movement types should be slowed down.
1808     * Second check makes sure that the movement types not being slowed
1809     * (~slow_move) is not blocked on this space - just because the
1810     * space doesn't slow down swimming (for example), if you can't actually
1811     * swim on that space, can't use it to avoid the penalty.
1812     */
1813     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814     {
1815     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817     {
1818 elmex 1.1
1819 root 1.29 float
1820     diff = tmp->move_slow_penalty * FABS (op->speed);
1821 elmex 1.1
1822 root 1.24 if (op->type == PLAYER)
1823 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825     diff /= 4.0;
1826    
1827 root 1.24 op->speed_left -= diff;
1828 root 1.8 }
1829     }
1830 elmex 1.1
1831 root 1.24 /* Basically same logic as above, except now for actual apply. */
1832     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1833     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1834     {
1835 elmex 1.72 move_apply (tmp, op, originator);
1836 root 1.24
1837 root 1.48 if (op->destroyed ())
1838 root 1.24 return 1;
1839    
1840     /* what the person/creature stepped onto has moved the object
1841     * someplace new. Don't process any further - if we did,
1842     * have a feeling strange problems would result.
1843     */
1844     if (op->map != m || op->x != x || op->y != y)
1845     return 0;
1846 root 1.8 }
1847 elmex 1.1 }
1848 root 1.26
1849 root 1.24 return 0;
1850 elmex 1.1 }
1851    
1852     /*
1853     * present_arch(arch, map, x, y) searches for any objects with
1854     * a matching archetype at the given map and coordinates.
1855     * The first matching object is returned, or NULL if none.
1856     */
1857 root 1.24 object *
1858 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1859 root 1.24 {
1860 root 1.104 if (!m || out_of_map (m, x, y))
1861 root 1.24 {
1862     LOG (llevError, "Present_arch called outside map.\n");
1863     return NULL;
1864     }
1865 root 1.84
1866 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 root 1.24 if (tmp->arch == at)
1868 elmex 1.1 return tmp;
1869 root 1.84
1870 elmex 1.1 return NULL;
1871     }
1872    
1873     /*
1874     * present(type, map, x, y) searches for any objects with
1875     * a matching type variable at the given map and coordinates.
1876     * The first matching object is returned, or NULL if none.
1877     */
1878 root 1.24 object *
1879 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1880 root 1.24 {
1881     if (out_of_map (m, x, y))
1882     {
1883     LOG (llevError, "Present called outside map.\n");
1884     return NULL;
1885     }
1886 root 1.84
1887 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 root 1.24 if (tmp->type == type)
1889 elmex 1.1 return tmp;
1890 root 1.84
1891 elmex 1.1 return NULL;
1892     }
1893    
1894     /*
1895     * present_in_ob(type, object) searches for any objects with
1896     * a matching type variable in the inventory of the given object.
1897     * The first matching object is returned, or NULL if none.
1898     */
1899 root 1.24 object *
1900     present_in_ob (unsigned char type, const object *op)
1901     {
1902 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1903 root 1.24 if (tmp->type == type)
1904 elmex 1.1 return tmp;
1905 root 1.84
1906 elmex 1.1 return NULL;
1907     }
1908    
1909     /*
1910     * present_in_ob (type, str, object) searches for any objects with
1911     * a matching type & name variable in the inventory of the given object.
1912     * The first matching object is returned, or NULL if none.
1913     * This is mostly used by spell effect code, so that we only
1914     * have one spell effect at a time.
1915     * type can be used to narrow the search - if type is set,
1916     * the type must also match. -1 can be passed for the type,
1917     * in which case the type does not need to pass.
1918     * str is the string to match against. Note that we match against
1919     * the object name, not the archetype name. this is so that the
1920     * spell code can use one object type (force), but change it's name
1921     * to be unique.
1922     */
1923 root 1.24 object *
1924     present_in_ob_by_name (int type, const char *str, const object *op)
1925     {
1926 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1928     return tmp;
1929 elmex 1.1
1930 root 1.82 return 0;
1931 elmex 1.1 }
1932    
1933     /*
1934     * present_arch_in_ob(archetype, object) searches for any objects with
1935     * a matching archetype in the inventory of the given object.
1936     * The first matching object is returned, or NULL if none.
1937     */
1938 root 1.24 object *
1939     present_arch_in_ob (const archetype *at, const object *op)
1940     {
1941 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 root 1.24 if (tmp->arch == at)
1943 elmex 1.1 return tmp;
1944 root 1.82
1945 elmex 1.1 return NULL;
1946     }
1947    
1948     /*
1949     * activate recursively a flag on an object inventory
1950     */
1951 root 1.24 void
1952     flag_inv (object *op, int flag)
1953     {
1954     if (op->inv)
1955 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 root 1.24 {
1957     SET_FLAG (tmp, flag);
1958     flag_inv (tmp, flag);
1959 elmex 1.1 }
1960 root 1.82 }
1961    
1962     /*
1963     * deactivate recursively a flag on an object inventory
1964     */
1965 root 1.24 void
1966     unflag_inv (object *op, int flag)
1967     {
1968     if (op->inv)
1969 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 root 1.24 {
1971     CLEAR_FLAG (tmp, flag);
1972     unflag_inv (tmp, flag);
1973 elmex 1.1 }
1974     }
1975    
1976     /*
1977     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978     * all it's inventory (recursively).
1979     * If checksums are used, a player will get set_cheat called for
1980     * him/her-self and all object carried by a call to this function.
1981     */
1982 root 1.24 void
1983     set_cheat (object *op)
1984     {
1985     SET_FLAG (op, FLAG_WAS_WIZ);
1986     flag_inv (op, FLAG_WAS_WIZ);
1987 elmex 1.1 }
1988    
1989     /*
1990     * find_free_spot(object, map, x, y, start, stop) will search for
1991     * a spot at the given map and coordinates which will be able to contain
1992     * the given object. start and stop specifies how many squares
1993     * to search (see the freearr_x/y[] definition).
1994     * It returns a random choice among the alternatives found.
1995     * start and stop are where to start relative to the free_arr array (1,9
1996     * does all 4 immediate directions). This returns the index into the
1997     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1998     * Note - this only checks to see if there is space for the head of the
1999     * object - if it is a multispace object, this should be called for all
2000     * pieces.
2001     * Note2: This function does correctly handle tiled maps, but does not
2002     * inform the caller. However, insert_ob_in_map will update as
2003     * necessary, so the caller shouldn't need to do any special work.
2004     * Note - updated to take an object instead of archetype - this is necessary
2005     * because arch_blocked (now ob_blocked) needs to know the movement type
2006     * to know if the space in question will block the object. We can't use
2007     * the archetype because that isn't correct if the monster has been
2008     * customized, changed states, etc.
2009     */
2010 root 1.24 int
2011 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012 root 1.24 {
2013 root 1.82 int index = 0, flag;
2014     int altern[SIZEOFFREE];
2015 root 1.24
2016 root 1.82 for (int i = start; i < stop; i++)
2017 root 1.24 {
2018     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2019     if (!flag)
2020 root 1.82 altern [index++] = i;
2021 root 1.24
2022     /* Basically, if we find a wall on a space, we cut down the search size.
2023     * In this way, we won't return spaces that are on another side of a wall.
2024     * This mostly work, but it cuts down the search size in all directions -
2025     * if the space being examined only has a wall to the north and empty
2026     * spaces in all the other directions, this will reduce the search space
2027     * to only the spaces immediately surrounding the target area, and
2028     * won't look 2 spaces south of the target space.
2029     */
2030 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2031 root 1.24 stop = maxfree[i];
2032 elmex 1.1 }
2033 root 1.74
2034 root 1.24 if (!index)
2035     return -1;
2036 root 1.74
2037 root 1.24 return altern[RANDOM () % index];
2038 elmex 1.1 }
2039    
2040     /*
2041 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2042 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2043     * But it will return the first available spot, not a random choice.
2044     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2045     */
2046 root 1.24 int
2047 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048 root 1.24 {
2049 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2050     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2051     return i;
2052 root 1.24
2053     return -1;
2054 elmex 1.1 }
2055    
2056     /*
2057     * The function permute(arr, begin, end) randomly reorders the array
2058     * arr[begin..end-1].
2059 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2060 elmex 1.1 */
2061 root 1.24 static void
2062     permute (int *arr, int begin, int end)
2063 elmex 1.1 {
2064 root 1.82 arr += begin;
2065     end -= begin;
2066    
2067     while (--end)
2068     swap (arr [end], arr [RANDOM () % (end + 1)]);
2069 elmex 1.1 }
2070    
2071     /* new function to make monster searching more efficient, and effective!
2072     * This basically returns a randomized array (in the passed pointer) of
2073     * the spaces to find monsters. In this way, it won't always look for
2074     * monsters to the north first. However, the size of the array passed
2075     * covers all the spaces, so within that size, all the spaces within
2076     * the 3x3 area will be searched, just not in a predictable order.
2077     */
2078 root 1.24 void
2079     get_search_arr (int *search_arr)
2080 elmex 1.1 {
2081 root 1.82 int i;
2082 elmex 1.1
2083 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2084 root 1.82 search_arr[i] = i;
2085 elmex 1.1
2086 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2087     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2088     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2089 elmex 1.1 }
2090    
2091     /*
2092     * find_dir(map, x, y, exclude) will search some close squares in the
2093     * given map at the given coordinates for live objects.
2094     * It will not considered the object given as exclude among possible
2095     * live objects.
2096     * It returns the direction toward the first/closest live object if finds
2097     * any, otherwise 0.
2098     * Perhaps incorrectly, but I'm making the assumption that exclude
2099     * is actually want is going to try and move there. We need this info
2100     * because we have to know what movement the thing looking to move
2101     * there is capable of.
2102     */
2103 root 1.24 int
2104 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2105 root 1.24 {
2106 root 1.82 int i, max = SIZEOFFREE, mflags;
2107 root 1.29
2108     sint16 nx, ny;
2109 root 1.82 object *tmp;
2110     maptile *mp;
2111 root 1.29
2112     MoveType blocked, move_type;
2113 root 1.24
2114     if (exclude && exclude->head)
2115     {
2116     exclude = exclude->head;
2117     move_type = exclude->move_type;
2118     }
2119     else
2120     {
2121     /* If we don't have anything, presume it can use all movement types. */
2122     move_type = MOVE_ALL;
2123     }
2124    
2125     for (i = 1; i < max; i++)
2126     {
2127     mp = m;
2128     nx = x + freearr_x[i];
2129     ny = y + freearr_y[i];
2130    
2131     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132 root 1.75
2133 root 1.24 if (mflags & P_OUT_OF_MAP)
2134 root 1.75 max = maxfree[i];
2135 root 1.24 else
2136     {
2137 root 1.82 mapspace &ms = mp->at (nx, ny);
2138    
2139     blocked = ms.move_block;
2140 root 1.24
2141     if ((move_type & blocked) == move_type)
2142 root 1.75 max = maxfree[i];
2143 root 1.24 else if (mflags & P_IS_ALIVE)
2144     {
2145 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2148 root 1.75 break;
2149    
2150 root 1.24 if (tmp)
2151 root 1.75 return freedir[i];
2152 root 1.8 }
2153     }
2154 elmex 1.1 }
2155 root 1.75
2156 root 1.24 return 0;
2157 elmex 1.1 }
2158    
2159     /*
2160     * distance(object 1, object 2) will return the square of the
2161     * distance between the two given objects.
2162     */
2163 root 1.24 int
2164     distance (const object *ob1, const object *ob2)
2165     {
2166 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2167 elmex 1.1 }
2168    
2169     /*
2170     * find_dir_2(delta-x,delta-y) will return a direction in which
2171     * an object which has subtracted the x and y coordinates of another
2172     * object, needs to travel toward it.
2173     */
2174 root 1.24 int
2175     find_dir_2 (int x, int y)
2176     {
2177 root 1.75 int q;
2178 elmex 1.1
2179 root 1.24 if (y)
2180     q = x * 100 / y;
2181 elmex 1.1 else if (x)
2182 root 1.24 q = -300 * x;
2183 elmex 1.1 else
2184     return 0;
2185    
2186 root 1.24 if (y > 0)
2187     {
2188     if (q < -242)
2189     return 3;
2190     if (q < -41)
2191     return 2;
2192     if (q < 41)
2193     return 1;
2194     if (q < 242)
2195     return 8;
2196     return 7;
2197     }
2198 elmex 1.1
2199     if (q < -242)
2200 root 1.24 return 7;
2201 elmex 1.1 if (q < -41)
2202 root 1.24 return 6;
2203 elmex 1.1 if (q < 41)
2204 root 1.24 return 5;
2205 elmex 1.1 if (q < 242)
2206 root 1.24 return 4;
2207 elmex 1.1
2208 root 1.24 return 3;
2209 elmex 1.1 }
2210    
2211     /*
2212     * absdir(int): Returns a number between 1 and 8, which represent
2213     * the "absolute" direction of a number (it actually takes care of
2214     * "overflow" in previous calculations of a direction).
2215     */
2216    
2217 root 1.24 int
2218     absdir (int d)
2219     {
2220     while (d < 1)
2221     d += 8;
2222 root 1.82
2223 root 1.24 while (d > 8)
2224     d -= 8;
2225 root 1.82
2226 elmex 1.1 return d;
2227     }
2228    
2229     /*
2230     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231     * between two directions (which are expected to be absolute (see absdir())
2232     */
2233    
2234 root 1.24 int
2235     dirdiff (int dir1, int dir2)
2236     {
2237 root 1.82 int d;
2238 root 1.24
2239     d = abs (dir1 - dir2);
2240     if (d > 4)
2241 elmex 1.1 d = 8 - d;
2242 root 1.82
2243 elmex 1.1 return d;
2244     }
2245    
2246     /* peterm:
2247     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2248     * Basically, this is a table of directions, and what directions
2249     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2250     * This basically means that if direction is 15, then it could either go
2251     * direction 4, 14, or 16 to get back to where we are.
2252     * Moved from spell_util.c to object.c with the other related direction
2253     * functions.
2254     */
2255 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2256 root 1.24 {0, 0, 0}, /* 0 */
2257     {0, 0, 0}, /* 1 */
2258     {0, 0, 0}, /* 2 */
2259     {0, 0, 0}, /* 3 */
2260     {0, 0, 0}, /* 4 */
2261     {0, 0, 0}, /* 5 */
2262     {0, 0, 0}, /* 6 */
2263     {0, 0, 0}, /* 7 */
2264     {0, 0, 0}, /* 8 */
2265     {8, 1, 2}, /* 9 */
2266     {1, 2, -1}, /* 10 */
2267     {2, 10, 12}, /* 11 */
2268     {2, 3, -1}, /* 12 */
2269     {2, 3, 4}, /* 13 */
2270     {3, 4, -1}, /* 14 */
2271     {4, 14, 16}, /* 15 */
2272     {5, 4, -1}, /* 16 */
2273     {4, 5, 6}, /* 17 */
2274     {6, 5, -1}, /* 18 */
2275     {6, 20, 18}, /* 19 */
2276     {7, 6, -1}, /* 20 */
2277     {6, 7, 8}, /* 21 */
2278     {7, 8, -1}, /* 22 */
2279     {8, 22, 24}, /* 23 */
2280     {8, 1, -1}, /* 24 */
2281     {24, 9, 10}, /* 25 */
2282     {9, 10, -1}, /* 26 */
2283     {10, 11, -1}, /* 27 */
2284     {27, 11, 29}, /* 28 */
2285     {11, 12, -1}, /* 29 */
2286     {12, 13, -1}, /* 30 */
2287     {12, 13, 14}, /* 31 */
2288     {13, 14, -1}, /* 32 */
2289     {14, 15, -1}, /* 33 */
2290     {33, 15, 35}, /* 34 */
2291     {16, 15, -1}, /* 35 */
2292     {17, 16, -1}, /* 36 */
2293     {18, 17, 16}, /* 37 */
2294     {18, 17, -1}, /* 38 */
2295     {18, 19, -1}, /* 39 */
2296     {41, 19, 39}, /* 40 */
2297     {19, 20, -1}, /* 41 */
2298     {20, 21, -1}, /* 42 */
2299     {20, 21, 22}, /* 43 */
2300     {21, 22, -1}, /* 44 */
2301     {23, 22, -1}, /* 45 */
2302     {45, 47, 23}, /* 46 */
2303     {23, 24, -1}, /* 47 */
2304     {24, 9, -1}
2305     }; /* 48 */
2306 elmex 1.1
2307     /* Recursive routine to step back and see if we can
2308     * find a path to that monster that we found. If not,
2309     * we don't bother going toward it. Returns 1 if we
2310     * can see a direct way to get it
2311     * Modified to be map tile aware -.MSW
2312     */
2313 root 1.24 int
2314 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2315 root 1.24 {
2316 root 1.29 sint16 dx, dy;
2317 root 1.75 int mflags;
2318 root 1.24
2319     if (dir < 0)
2320     return 0; /* exit condition: invalid direction */
2321    
2322     dx = x + freearr_x[dir];
2323     dy = y + freearr_y[dir];
2324    
2325     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2326    
2327     /* This functional arguably was incorrect before - it was
2328     * checking for P_WALL - that was basically seeing if
2329     * we could move to the monster - this is being more
2330     * literal on if we can see it. To know if we can actually
2331     * move to the monster, we'd need the monster passed in or
2332     * at least its move type.
2333     */
2334     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335     return 0;
2336    
2337     /* yes, can see. */
2338     if (dir < 9)
2339     return 1;
2340 root 1.75
2341     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2342     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2344 root 1.24 }
2345    
2346 elmex 1.1 /*
2347     * can_pick(picker, item): finds out if an object is possible to be
2348     * picked up by the picker. Returnes 1 if it can be
2349     * picked up, otherwise 0.
2350     *
2351     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2352     * core dumps if they do.
2353     *
2354     * Add a check so we can't pick up invisible objects (0.93.8)
2355     */
2356    
2357 root 1.24 int
2358     can_pick (const object *who, const object *item)
2359     {
2360     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2361     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2362     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2363 elmex 1.1 }
2364    
2365     /*
2366     * create clone from object to another
2367     */
2368 root 1.24 object *
2369     object_create_clone (object *asrc)
2370     {
2371 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2372 elmex 1.1
2373 root 1.24 if (!asrc)
2374 root 1.62 return 0;
2375    
2376 root 1.24 src = asrc;
2377     if (src->head)
2378     src = src->head;
2379    
2380 root 1.62 prev = 0;
2381 root 1.24 for (part = src; part; part = part->more)
2382     {
2383 root 1.65 tmp = part->clone ();
2384 root 1.24 tmp->x -= src->x;
2385     tmp->y -= src->y;
2386 root 1.62
2387 root 1.24 if (!part->head)
2388     {
2389     dst = tmp;
2390 root 1.62 tmp->head = 0;
2391 root 1.24 }
2392     else
2393 root 1.75 tmp->head = dst;
2394 root 1.62
2395     tmp->more = 0;
2396    
2397 root 1.24 if (prev)
2398     prev->more = tmp;
2399 root 1.62
2400 root 1.24 prev = tmp;
2401 elmex 1.1 }
2402 root 1.24
2403     for (item = src->inv; item; item = item->below)
2404 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2405 elmex 1.1
2406 root 1.24 return dst;
2407 elmex 1.1 }
2408    
2409     /* GROS - Creates an object using a string representing its content. */
2410     /* Basically, we save the content of the string to a temp file, then call */
2411     /* load_object on it. I admit it is a highly inefficient way to make things, */
2412     /* but it was simple to make and allows reusing the load_object function. */
2413     /* Remember not to use load_object_str in a time-critical situation. */
2414     /* Also remember that multiparts objects are not supported for now. */
2415 root 1.24 object *
2416     load_object_str (const char *obstr)
2417 elmex 1.1 {
2418 root 1.48 object *op;
2419     char filename[MAX_BUF];
2420 root 1.9
2421 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2422    
2423 root 1.48 FILE *tempfile = fopen (filename, "w");
2424 root 1.24
2425     if (tempfile == NULL)
2426 elmex 1.1 {
2427 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2428     return NULL;
2429 root 1.41 }
2430    
2431 root 1.24 fprintf (tempfile, obstr);
2432     fclose (tempfile);
2433 elmex 1.1
2434 root 1.64 op = object::create ();
2435 elmex 1.1
2436 root 1.29 object_thawer thawer (filename);
2437 root 1.13
2438 root 1.24 if (thawer)
2439     load_object (thawer, op, 0);
2440 root 1.13
2441 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2442     CLEAR_FLAG (op, FLAG_REMOVED);
2443 root 1.9
2444 root 1.24 return op;
2445 elmex 1.1 }
2446    
2447     /* This returns the first object in who's inventory that
2448     * has the same type and subtype match.
2449     * returns NULL if no match.
2450     */
2451 root 1.24 object *
2452     find_obj_by_type_subtype (const object *who, int type, int subtype)
2453 elmex 1.1 {
2454 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2455 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2456     return tmp;
2457 elmex 1.1
2458 root 1.82 return 0;
2459 elmex 1.1 }
2460    
2461     /* If ob has a field named key, return the link from the list,
2462     * otherwise return NULL.
2463     *
2464     * key must be a passed in shared string - otherwise, this won't
2465     * do the desired thing.
2466     */
2467 root 1.24 key_value *
2468     get_ob_key_link (const object *ob, const char *key)
2469     {
2470 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2471 root 1.48 if (link->key == key)
2472     return link;
2473 root 1.24
2474 root 1.82 return 0;
2475 root 1.24 }
2476 elmex 1.1
2477     /*
2478     * Returns the value of op has an extra_field for key, or NULL.
2479     *
2480     * The argument doesn't need to be a shared string.
2481     *
2482     * The returned string is shared.
2483     */
2484 root 1.24 const char *
2485     get_ob_key_value (const object *op, const char *const key)
2486     {
2487 root 1.35 key_value *link;
2488     shstr_cmp canonical_key (key);
2489 root 1.24
2490 root 1.35 if (!canonical_key)
2491 root 1.24 {
2492     /* 1. There being a field named key on any object
2493     * implies there'd be a shared string to find.
2494     * 2. Since there isn't, no object has this field.
2495     * 3. Therefore, *this* object doesn't have this field.
2496     */
2497 root 1.35 return 0;
2498 elmex 1.1 }
2499    
2500 root 1.24 /* This is copied from get_ob_key_link() above -
2501     * only 4 lines, and saves the function call overhead.
2502     */
2503 root 1.35 for (link = op->key_values; link; link = link->next)
2504     if (link->key == canonical_key)
2505     return link->value;
2506    
2507     return 0;
2508 elmex 1.1 }
2509    
2510    
2511     /*
2512     * Updates the canonical_key in op to value.
2513     *
2514     * canonical_key is a shared string (value doesn't have to be).
2515     *
2516     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2517     * keys.
2518     *
2519     * Returns TRUE on success.
2520     */
2521 root 1.24 int
2522     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523     {
2524 root 1.82 key_value *field = NULL, *last = NULL;
2525 root 1.24
2526     for (field = op->key_values; field != NULL; field = field->next)
2527     {
2528     if (field->key != canonical_key)
2529     {
2530     last = field;
2531     continue;
2532     }
2533    
2534     if (value)
2535     field->value = value;
2536     else
2537     {
2538     /* Basically, if the archetype has this key set,
2539     * we need to store the null value so when we save
2540     * it, we save the empty value so that when we load,
2541     * we get this value back again.
2542     */
2543     if (get_ob_key_link (&op->arch->clone, canonical_key))
2544     field->value = 0;
2545     else
2546     {
2547     if (last)
2548     last->next = field->next;
2549     else
2550     op->key_values = field->next;
2551    
2552 root 1.29 delete field;
2553 root 1.24 }
2554     }
2555     return TRUE;
2556     }
2557     /* IF we get here, key doesn't exist */
2558    
2559     /* No field, we'll have to add it. */
2560    
2561     if (!add_key)
2562 root 1.82 return FALSE;
2563    
2564 root 1.24 /* There isn't any good reason to store a null
2565     * value in the key/value list. If the archetype has
2566     * this key, then we should also have it, so shouldn't
2567     * be here. If user wants to store empty strings,
2568     * should pass in ""
2569     */
2570     if (value == NULL)
2571 elmex 1.1 return TRUE;
2572 root 1.24
2573     field = new key_value;
2574    
2575     field->key = canonical_key;
2576     field->value = value;
2577     /* Usual prepend-addition. */
2578     field->next = op->key_values;
2579     op->key_values = field;
2580    
2581     return TRUE;
2582 elmex 1.1 }
2583    
2584     /*
2585     * Updates the key in op to value.
2586     *
2587     * If add_key is FALSE, this will only update existing keys,
2588     * and not add new ones.
2589     * In general, should be little reason FALSE is ever passed in for add_key
2590     *
2591     * Returns TRUE on success.
2592     */
2593 root 1.24 int
2594     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2595 root 1.11 {
2596 root 1.29 shstr key_ (key);
2597 root 1.24
2598 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2599 elmex 1.1 }
2600 root 1.31
2601 root 1.34 object::depth_iterator::depth_iterator (object *container)
2602     : iterator_base (container)
2603     {
2604     while (item->inv)
2605     item = item->inv;
2606     }
2607    
2608 root 1.31 void
2609 root 1.34 object::depth_iterator::next ()
2610 root 1.31 {
2611 root 1.34 if (item->below)
2612     {
2613     item = item->below;
2614    
2615     while (item->inv)
2616     item = item->inv;
2617     }
2618 root 1.31 else
2619 root 1.34 item = item->env;
2620 root 1.31 }
2621 root 1.34
2622 elmex 1.97
2623     const char *
2624     object::flag_desc (char *desc, int len) const
2625     {
2626     char *p = desc;
2627     bool first = true;
2628    
2629 root 1.101 *p = 0;
2630    
2631 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2632     {
2633     if (len <= 10) // magic constant!
2634     {
2635     snprintf (p, len, ",...");
2636     break;
2637     }
2638    
2639 root 1.101 if (flag [i])
2640 elmex 1.97 {
2641     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642     len -= cnt;
2643     p += cnt;
2644     first = false;
2645     }
2646     }
2647    
2648     return desc;
2649     }
2650    
2651 root 1.101 // return a suitable string describing an object in enough detail to find it
2652 root 1.36 const char *
2653     object::debug_desc (char *info) const
2654     {
2655 elmex 1.97 char flagdesc[512];
2656     char info2[256 * 4];
2657 root 1.36 char *p = info;
2658    
2659 elmex 1.97 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660     count, uuid.seq,
2661 root 1.36 &name,
2662 elmex 1.97 title ? "\",title:" : "",
2663     title ? (const char *)title : "",
2664     flag_desc (flagdesc, 512), type);
2665 root 1.36
2666     if (env)
2667     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668    
2669     if (map)
2670 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671 root 1.36
2672     return info;
2673     }
2674    
2675     const char *
2676     object::debug_desc () const
2677     {
2678 root 1.102 static char info[256 * 4];
2679 root 1.36 return debug_desc (info);
2680     }
2681