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Revision: 1.107
Committed: Sat Jan 6 14:42:29 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.106: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.107 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.47 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 root 1.68 #include <bitset>
37    
38 elmex 1.1 int nrofallocobjects = 0;
39 root 1.39 static UUID uuid;
40     const uint64 UUID_SKIP = 1<<19;
41 elmex 1.1
42 root 1.24 object *active_objects; /* List of active objects that need to be processed */
43 elmex 1.1
44 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,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46     };
47     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,
48     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
49     };
50     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,
51     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
52     };
53     int freedir[SIZEOFFREE] = {
54     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,
55     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56     };
57 elmex 1.1
58 root 1.39 static void
59     write_uuid (void)
60     {
61     char filename1[MAX_BUF], filename2[MAX_BUF];
62    
63     sprintf (filename1, "%s/uuid", settings.localdir);
64     sprintf (filename2, "%s/uuid~", settings.localdir);
65    
66     FILE *fp;
67    
68     if (!(fp = fopen (filename2, "w")))
69     {
70     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71     return;
72     }
73    
74     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75     fclose (fp);
76     rename (filename2, filename1);
77     }
78    
79     static void
80     read_uuid (void)
81     {
82     char filename[MAX_BUF];
83    
84     sprintf (filename, "%s/uuid", settings.localdir);
85    
86     FILE *fp;
87    
88     if (!(fp = fopen (filename, "r")))
89     {
90     if (errno == ENOENT)
91     {
92     LOG (llevInfo, "RESET uid to 1\n");
93     uuid.seq = 0;
94     write_uuid ();
95     return;
96     }
97    
98     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99     _exit (1);
100     }
101    
102     int version;
103     unsigned long long uid;
104     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105     {
106     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107     _exit (1);
108     }
109    
110     uuid.seq = uid;
111     write_uuid ();
112 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 root 1.39 fclose (fp);
114     }
115    
116     UUID
117     gen_uuid ()
118     {
119     UUID uid;
120    
121     uid.seq = ++uuid.seq;
122    
123     if (!(uuid.seq & (UUID_SKIP - 1)))
124     write_uuid ();
125    
126     return uid;
127     }
128    
129     void
130     init_uuid ()
131     {
132     read_uuid ();
133     }
134    
135 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136 root 1.24 static int
137     compare_ob_value_lists_one (const object *wants, const object *has)
138     {
139     key_value *wants_field;
140    
141     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
142     * objects with lists are rare, and lists stay short. If not, use a
143     * different structure or at least keep the lists sorted...
144     */
145    
146     /* For each field in wants, */
147 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 root 1.24 {
149     key_value *has_field;
150    
151     /* Look for a field in has with the same key. */
152     has_field = get_ob_key_link (has, wants_field->key);
153    
154     if (has_field == NULL)
155     {
156     /* No field with that name. */
157     return FALSE;
158     }
159    
160     /* Found the matching field. */
161     if (has_field->value != wants_field->value)
162     {
163     /* Values don't match, so this half of the comparison is false. */
164     return FALSE;
165     }
166    
167     /* If we get here, we found a match. Now for the next field in wants. */
168 elmex 1.1 }
169 root 1.24
170     /* If we get here, every field in wants has a matching field in has. */
171     return TRUE;
172 elmex 1.1 }
173    
174     /* Returns TRUE if ob1 has the same key_values as ob2. */
175 root 1.24 static int
176     compare_ob_value_lists (const object *ob1, const object *ob2)
177     {
178     /* However, there may be fields in has which aren't partnered in wants,
179     * so we need to run the comparison *twice*. :(
180     */
181     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
182 elmex 1.1 }
183    
184     /* Function examines the 2 objects given to it, and returns true if
185     * they can be merged together.
186     *
187     * Note that this function appears a lot longer than the macro it
188     * replaces - this is mostly for clarity - a decent compiler should hopefully
189     * reduce this to the same efficiency.
190     *
191 root 1.66 * Check nrof variable *before* calling can_merge()
192 elmex 1.1 *
193     * Improvements made with merge: Better checking on potion, and also
194     * check weight
195     */
196 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
197 root 1.16 {
198     /* A couple quicksanity checks */
199 root 1.66 if (ob1 == ob2
200     || ob1->type != ob2->type
201     || ob1->speed != ob2->speed
202     || ob1->value != ob2->value
203     || ob1->name != ob2->name)
204 root 1.16 return 0;
205    
206 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
207 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208     * value could not be stored in a sint32 (which unfortunately sometimes is
209     * used to store nrof).
210     */
211     if (ob1->nrof + ob2->nrof >= 1UL << 31)
212     return 0;
213    
214     /* If the objects have been identified, set the BEEN_APPLIED flag.
215     * This is to the comparison of the flags below will be OK. We
216     * just can't ignore the been applied or identified flags, as they
217     * are not equal - just if it has been identified, the been_applied
218     * flags lose any meaning.
219     */
220     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222    
223     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 elmex 1.1
226 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 root 1.68 || ob1->arch != ob2->arch
228     || ob1->name != ob2->name
229     || ob1->title != ob2->title
230     || ob1->msg != ob2->msg
231     || ob1->weight != ob2->weight
232     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234     || ob1->attacktype != ob2->attacktype
235     || ob1->magic != ob2->magic
236     || ob1->slaying != ob2->slaying
237     || ob1->skill != ob2->skill
238     || ob1->value != ob2->value
239     || ob1->animation_id != ob2->animation_id
240     || ob1->client_type != ob2->client_type
241     || ob1->materialname != ob2->materialname
242     || ob1->lore != ob2->lore
243     || ob1->subtype != ob2->subtype
244     || ob1->move_type != ob2->move_type
245     || ob1->move_block != ob2->move_block
246     || ob1->move_allow != ob2->move_allow
247     || ob1->move_on != ob2->move_on
248     || ob1->move_off != ob2->move_off
249     || ob1->move_slow != ob2->move_slow
250     || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 root 1.16 return 0;
252    
253     /* This is really a spellbook check - really, we should
254     * check all objects in the inventory.
255     */
256     if (ob1->inv || ob2->inv)
257     {
258     /* if one object has inventory but the other doesn't, not equiv */
259     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 root 1.24 return 0;
261 root 1.16
262     /* Now check to see if the two inventory objects could merge */
263 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* inventory ok - still need to check rest of this object to see
267     * if it is valid.
268     */
269     }
270 elmex 1.1
271 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
272     * it is possible for most any character to have more than one of
273     * some items equipped, and we don't want those to merge.
274     */
275     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276     return 0;
277 elmex 1.1
278 root 1.16 /* Note sure why the following is the case - either the object has to
279     * be animated or have a very low speed. Is this an attempted monster
280     * check?
281     */
282 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 root 1.16 return 0;
284 elmex 1.1
285 root 1.16 switch (ob1->type)
286     {
287 root 1.29 case SCROLL:
288     if (ob1->level != ob2->level)
289     return 0;
290     break;
291 root 1.16 }
292 elmex 1.1
293 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
294     {
295     /* At least one of these has key_values. */
296     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 root 1.24 /* One has fields, but the other one doesn't. */
298     return 0;
299 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
300 root 1.24 return 0;
301 elmex 1.1 }
302 root 1.16
303     //TODO: generate an event or call into perl for additional checks
304     if (ob1->self || ob2->self)
305     {
306     ob1->optimise ();
307     ob2->optimise ();
308    
309     if (ob1->self || ob2->self)
310 root 1.24 return 0;
311 elmex 1.1 }
312    
313 root 1.16 /* Everything passes, must be OK. */
314     return 1;
315 elmex 1.1 }
316 root 1.24
317 elmex 1.1 /*
318     * sum_weight() is a recursive function which calculates the weight
319     * an object is carrying. It goes through in figures out how much
320     * containers are carrying, and sums it up.
321     */
322 root 1.28 long
323 root 1.24 sum_weight (object *op)
324     {
325 root 1.28 long sum;
326 elmex 1.1 object *inv;
327 root 1.24
328     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329     {
330     if (inv->inv)
331     sum_weight (inv);
332     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333     }
334 root 1.37
335 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
336 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
337 root 1.37
338 root 1.24 if (op->carrying != sum)
339 elmex 1.1 op->carrying = sum;
340 root 1.37
341 elmex 1.1 return sum;
342     }
343    
344     /**
345     * Return the outermost environment object for a given object.
346     */
347    
348 root 1.24 object *
349     object_get_env_recursive (object *op)
350     {
351     while (op->env != NULL)
352     op = op->env;
353     return op;
354 elmex 1.1 }
355    
356     /*
357     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 root 1.11 * Some error messages.
359 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
360     */
361    
362 root 1.53 char *
363 root 1.24 dump_object (object *op)
364     {
365 root 1.53 if (!op)
366     return strdup ("[NULLOBJ]");
367 elmex 1.1
368 root 1.53 object_freezer freezer;
369 root 1.85 save_object (freezer, op, 1);
370 root 1.53 return freezer.as_string ();
371 elmex 1.1 }
372    
373     /*
374     * get_nearest_part(multi-object, object 2) returns the part of the
375     * multi-object 1 which is closest to the second object.
376     * If it's not a multi-object, it is returned.
377     */
378    
379 root 1.24 object *
380     get_nearest_part (object *op, const object *pl)
381     {
382     object *tmp, *closest;
383     int last_dist, i;
384    
385     if (op->more == NULL)
386 elmex 1.1 return op;
387 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388     if ((i = distance (tmp, pl)) < last_dist)
389     closest = tmp, last_dist = i;
390 elmex 1.1 return closest;
391     }
392    
393     /*
394     * Returns the object which has the count-variable equal to the argument.
395     */
396    
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.54 for (object *op = object::first; op; op = op->next)
401 root 1.24 if (op->count == i)
402 root 1.54 return op;
403 root 1.48
404 root 1.54 return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412    
413 root 1.24 object *
414     find_object_name (const char *str)
415     {
416 root 1.35 shstr_cmp str_ (str);
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.45 for (op = object::first; op != NULL; op = op->next)
420 root 1.35 if (op->name == str_)
421 elmex 1.1 break;
422 root 1.11
423 elmex 1.1 return op;
424     }
425    
426 root 1.24 void
427     free_all_object_data ()
428 root 1.14 {
429     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 elmex 1.1 }
431    
432     /*
433     * Sets the owner and sets the skill and exp pointers to owner's current
434     * skill and experience objects.
435     */
436 root 1.24 void
437 root 1.30 object::set_owner (object *owner)
438 elmex 1.1 {
439 root 1.30 if (!owner)
440 root 1.24 return;
441    
442     /* next line added to allow objects which own objects */
443     /* Add a check for ownercounts in here, as I got into an endless loop
444     * with the fireball owning a poison cloud which then owned the
445     * fireball. I believe that was caused by one of the objects getting
446     * freed and then another object replacing it. Since the ownercounts
447     * didn't match, this check is valid and I believe that cause is valid.
448     */
449 root 1.30 while (owner->owner)
450 root 1.24 owner = owner->owner;
451 elmex 1.1
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455     /* Zero the key_values on op, decrementing the shared-string
456     * refcounts and freeing the links.
457     */
458 root 1.24 static void
459     free_key_values (object *op)
460 root 1.11 {
461 root 1.24 for (key_value *i = op->key_values; i != 0;)
462 root 1.11 {
463     key_value *next = i->next;
464     delete i;
465 root 1.24
466 root 1.11 i = next;
467 elmex 1.1 }
468 root 1.24
469 root 1.11 op->key_values = 0;
470 elmex 1.1 }
471    
472     /*
473 root 1.64 * copy_to first frees everything allocated by the dst object,
474     * and then copies the contents of itself into the second
475 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
476     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477     * if the first object is freed, the pointers in the new object
478     * will point at garbage.
479     */
480 root 1.24 void
481 root 1.64 object::copy_to (object *dst)
482 root 1.11 {
483 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485    
486     *(object_copy *)dst = *this;
487 root 1.11
488 root 1.24 if (is_freed)
489 root 1.64 SET_FLAG (dst, FLAG_FREED);
490 root 1.59
491 root 1.24 if (is_removed)
492 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
493 elmex 1.1
494 root 1.64 if (speed < 0)
495     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 elmex 1.1
497 root 1.11 /* Copy over key_values, if any. */
498 root 1.64 if (key_values)
499 root 1.14 {
500 root 1.23 key_value *tail = 0;
501 root 1.11 key_value *i;
502 elmex 1.1
503 root 1.64 dst->key_values = 0;
504 elmex 1.1
505 root 1.64 for (i = key_values; i; i = i->next)
506 root 1.11 {
507     key_value *new_link = new key_value;
508 root 1.8
509 root 1.24 new_link->next = 0;
510     new_link->key = i->key;
511 root 1.11 new_link->value = i->value;
512    
513     /* Try and be clever here, too. */
514 root 1.64 if (!dst->key_values)
515 root 1.11 {
516 root 1.64 dst->key_values = new_link;
517 root 1.11 tail = new_link;
518 root 1.8 }
519 root 1.11 else
520     {
521     tail->next = new_link;
522     tail = new_link;
523     }
524 root 1.14 }
525     }
526 root 1.2
527 root 1.87 dst->set_speed (dst->speed);
528 elmex 1.1 }
529    
530 root 1.65 object *
531     object::clone ()
532     {
533     object *neu = create ();
534     copy_to (neu);
535     return neu;
536     }
537    
538 elmex 1.1 /*
539     * If an object with the IS_TURNABLE() flag needs to be turned due
540     * to the closest player being on the other side, this function can
541     * be called to update the face variable, _and_ how it looks on the map.
542     */
543 root 1.24 void
544     update_turn_face (object *op)
545     {
546 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
547 root 1.24 return;
548 root 1.96
549 root 1.24 SET_ANIMATION (op, op->direction);
550     update_object (op, UP_OBJ_FACE);
551 elmex 1.1 }
552    
553     /*
554     * Updates the speed of an object. If the speed changes from 0 to another
555     * value, or vice versa, then add/remove the object from the active list.
556     * This function needs to be called whenever the speed of an object changes.
557     */
558 root 1.24 void
559 root 1.87 object::set_speed (float speed)
560 root 1.24 {
561 root 1.87 if (flag [FLAG_FREED] && speed)
562 root 1.24 {
563 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
564     speed = 0;
565 elmex 1.1 }
566 root 1.31
567 root 1.87 this->speed = speed;
568    
569 elmex 1.97 if (has_active_speed ())
570 root 1.98 activate ();
571 root 1.24 else
572 root 1.98 deactivate ();
573 elmex 1.1 }
574    
575     /*
576 root 1.75 * update_object() updates the the map.
577 elmex 1.1 * It takes into account invisible objects (and represent squares covered
578     * by invisible objects by whatever is below them (unless it's another
579     * invisible object, etc...)
580     * If the object being updated is beneath a player, the look-window
581     * of that player is updated (this might be a suboptimal way of
582     * updating that window, though, since update_object() is called _often_)
583     *
584     * action is a hint of what the caller believes need to be done.
585     * current action are:
586     * UP_OBJ_INSERT: op was inserted
587     * UP_OBJ_REMOVE: op was removed
588     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
589     * as that is easier than trying to look at what may have changed.
590     * UP_OBJ_FACE: only the objects face has changed.
591     */
592 root 1.24 void
593     update_object (object *op, int action)
594     {
595     MoveType move_on, move_off, move_block, move_slow;
596    
597     if (op == NULL)
598     {
599     /* this should never happen */
600     LOG (llevDebug, "update_object() called for NULL object.\n");
601     return;
602 elmex 1.1 }
603 root 1.24
604 root 1.75 if (op->env)
605 root 1.24 {
606     /* Animation is currently handled by client, so nothing
607     * to do in this case.
608     */
609     return;
610 elmex 1.1 }
611    
612 root 1.24 /* If the map is saving, don't do anything as everything is
613     * going to get freed anyways.
614     */
615     if (!op->map || op->map->in_memory == MAP_SAVING)
616     return;
617    
618     /* make sure the object is within map boundaries */
619 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
620 root 1.24 {
621     LOG (llevError, "update_object() called for object out of map!\n");
622 elmex 1.1 #ifdef MANY_CORES
623 root 1.24 abort ();
624 elmex 1.1 #endif
625 root 1.24 return;
626 elmex 1.1 }
627    
628 root 1.76 mapspace &m = op->ms ();
629 elmex 1.1
630 root 1.99 if (!(m.flags_ & P_UPTODATE))
631 root 1.75 /* nop */;
632     else if (action == UP_OBJ_INSERT)
633     {
634     // this is likely overkill, TODO: revisit (schmorp)
635     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
636     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
637     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
638     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
640     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
641     || (m.move_on | op->move_on ) != m.move_on
642     || (m.move_off | op->move_off ) != m.move_off
643     || (m.move_slow | op->move_slow) != m.move_slow
644     /* This isn't perfect, but I don't expect a lot of objects to
645     * to have move_allow right now.
646     */
647     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
648     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
649 root 1.99 m.flags_ = 0;
650 root 1.75 }
651     /* if the object is being removed, we can't make intelligent
652     * decisions, because remove_ob can't really pass the object
653     * that is being removed.
654     */
655 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
656 root 1.99 m.flags_ = 0;
657 root 1.24 else if (action == UP_OBJ_FACE)
658 root 1.29 /* Nothing to do for that case */ ;
659 root 1.24 else
660 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
661 elmex 1.1
662 root 1.75 if (op->more)
663 root 1.24 update_object (op->more, action);
664 elmex 1.1 }
665    
666 root 1.45 object *object::first;
667 root 1.21
668     object::object ()
669     {
670 root 1.22 SET_FLAG (this, FLAG_REMOVED);
671    
672     expmul = 1.0;
673     face = blank_face;
674     }
675    
676     object::~object ()
677     {
678     free_key_values (this);
679     }
680    
681 root 1.24 void object::link ()
682 root 1.22 {
683 root 1.21 count = ++ob_count;
684 root 1.41 uuid = gen_uuid ();
685 root 1.21
686     prev = 0;
687 root 1.45 next = object::first;
688 root 1.21
689 root 1.45 if (object::first)
690     object::first->prev = this;
691 root 1.21
692 root 1.45 object::first = this;
693 root 1.21 }
694    
695 root 1.24 void object::unlink ()
696 root 1.21 {
697 root 1.45 if (this == object::first)
698     object::first = next;
699 root 1.38
700 root 1.22 /* Remove this object from the list of used objects */
701 root 1.41 if (prev) prev->next = next;
702     if (next) next->prev = prev;
703 root 1.25
704 root 1.41 prev = 0;
705     next = 0;
706 root 1.24 }
707 root 1.21
708 root 1.98 bool
709     object::active () const
710     {
711     return active_next || active_prev || this == active_objects;
712     }
713    
714 root 1.96 void
715 root 1.98 object::activate ()
716 root 1.96 {
717 root 1.98 /* If already on active list, don't do anything */
718     if (active ())
719     return;
720    
721 elmex 1.97 if (has_active_speed ())
722     {
723     /* process_events() expects us to insert the object at the beginning
724     * of the list. */
725     active_next = active_objects;
726    
727     if (active_next)
728     active_next->active_prev = this;
729    
730     active_objects = this;
731     }
732 root 1.98 }
733 root 1.96
734 root 1.98 void
735     object::activate_recursive ()
736     {
737     activate ();
738    
739 root 1.104 for (object *op = inv; op; op = op->below)
740 root 1.98 op->activate_recursive ();
741 root 1.96 }
742    
743     /* This function removes object 'op' from the list of active
744     * objects.
745     * This should only be used for style maps or other such
746     * reference maps where you don't want an object that isn't
747     * in play chewing up cpu time getting processed.
748     * The reverse of this is to call update_ob_speed, which
749     * will do the right thing based on the speed of the object.
750     */
751     void
752 root 1.98 object::deactivate ()
753 root 1.96 {
754     /* If not on the active list, nothing needs to be done */
755 root 1.98 if (!active ())
756 root 1.96 return;
757    
758     if (active_prev == 0)
759     {
760     active_objects = active_next;
761     if (active_next)
762     active_next->active_prev = 0;
763     }
764     else
765     {
766     active_prev->active_next = active_next;
767     if (active_next)
768     active_next->active_prev = active_prev;
769     }
770    
771     active_next = 0;
772     active_prev = 0;
773 root 1.98 }
774 root 1.96
775 root 1.98 void
776     object::deactivate_recursive ()
777     {
778 root 1.104 for (object *op = inv; op; op = op->below)
779 root 1.98 op->deactivate_recursive ();
780    
781     deactivate ();
782 root 1.96 }
783    
784 root 1.106 void
785     object::set_flag_inv (int flag, int value)
786     {
787     for (object *op = inv; op; op = op->below)
788     {
789     op->flag [flag] = value;
790     op->set_flag_inv (flag, value);
791     }
792     }
793    
794 root 1.89 /*
795     * Remove and free all objects in the inventory of the given object.
796     * object.c ?
797     */
798     void
799     object::destroy_inv (bool drop_to_ground)
800     {
801 root 1.94 // need to check first, because the checks below might segfault
802     // as we might be on an invalid mapspace and crossfire code
803     // is too buggy to ensure that the inventory is empty.
804     // corollary: if you create arrows etc. with stuff in tis inventory,
805     // cf will crash below with off-map x and y
806     if (!inv)
807     return;
808    
809 root 1.89 /* Only if the space blocks everything do we not process -
810     * if some form of movement is allowed, let objects
811     * drop on that space.
812     */
813 root 1.92 if (!drop_to_ground
814     || !map
815     || map->in_memory != MAP_IN_MEMORY
816 root 1.95 || ms ().move_block == MOVE_ALL)
817 root 1.89 {
818     while (inv)
819 root 1.92 {
820     inv->destroy_inv (drop_to_ground);
821     inv->destroy ();
822     }
823 root 1.89 }
824     else
825     { /* Put objects in inventory onto this space */
826     while (inv)
827     {
828     object *op = inv;
829    
830     if (op->flag [FLAG_STARTEQUIP]
831     || op->flag [FLAG_NO_DROP]
832     || op->type == RUNE
833     || op->type == TRAP
834     || op->flag [FLAG_IS_A_TEMPLATE])
835     op->destroy ();
836     else
837 root 1.93 map->insert (op, x, y);
838 root 1.89 }
839     }
840     }
841    
842 root 1.21 object *object::create ()
843     {
844 root 1.42 object *op = new object;
845 root 1.22 op->link ();
846     return op;
847 root 1.21 }
848 elmex 1.1
849 root 1.82 void
850     object::do_destroy ()
851 root 1.14 {
852 root 1.82 if (flag [FLAG_IS_LINKED])
853     remove_button_link (this);
854 root 1.29
855 root 1.82 if (flag [FLAG_FRIENDLY])
856 root 1.32 remove_friendly_object (this);
857    
858 root 1.82 if (!flag [FLAG_REMOVED])
859 root 1.63 remove ();
860 root 1.14
861 root 1.82 if (flag [FLAG_FREED])
862     return;
863 root 1.14
864 root 1.92 set_speed (0);
865    
866 root 1.82 flag [FLAG_FREED] = 1;
867 root 1.14
868 root 1.90 attachable::do_destroy ();
869    
870 root 1.89 destroy_inv (true);
871 root 1.88 unlink ();
872    
873 root 1.57 // hack to ensure that freed objects still have a valid map
874     {
875     static maptile *freed_map; // freed objects are moved here to avoid crashes
876    
877     if (!freed_map)
878     {
879     freed_map = new maptile;
880    
881     freed_map->name = "/internal/freed_objects_map";
882     freed_map->width = 3;
883     freed_map->height = 3;
884    
885 root 1.96 freed_map->alloc ();
886 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
887 root 1.57 }
888    
889     map = freed_map;
890     x = 1;
891     y = 1;
892     }
893    
894 root 1.82 head = 0;
895 root 1.88
896     if (more)
897     {
898     more->destroy ();
899     more = 0;
900     }
901 root 1.82
902 root 1.44 // clear those pointers that likely might have circular references to us
903     owner = 0;
904     enemy = 0;
905     attacked_by = 0;
906 root 1.25
907 root 1.52 // only relevant for players(?), but make sure of it anyways
908     contr = 0;
909 root 1.82 }
910    
911     void
912     object::destroy (bool destroy_inventory)
913     {
914     if (destroyed ())
915     return;
916    
917     if (destroy_inventory)
918 root 1.89 destroy_inv (false);
919 root 1.22
920 root 1.82 attachable::destroy ();
921 elmex 1.1 }
922    
923     /*
924     * sub_weight() recursively (outwards) subtracts a number from the
925     * weight of an object (and what is carried by it's environment(s)).
926     */
927 root 1.24 void
928     sub_weight (object *op, signed long weight)
929     {
930     while (op != NULL)
931     {
932     if (op->type == CONTAINER)
933 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
934    
935 root 1.24 op->carrying -= weight;
936     op = op->env;
937 elmex 1.1 }
938     }
939    
940 root 1.63 /* op->remove ():
941 elmex 1.1 * This function removes the object op from the linked list of objects
942     * which it is currently tied to. When this function is done, the
943     * object will have no environment. If the object previously had an
944     * environment, the x and y coordinates will be updated to
945     * the previous environment.
946     * Beware: This function is called from the editor as well!
947     */
948 root 1.24 void
949 root 1.59 object::remove ()
950 root 1.24 {
951 root 1.45 object *tmp, *last = 0;
952     object *otmp;
953 root 1.26
954 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
955 root 1.29 return;
956 root 1.24
957 root 1.59 SET_FLAG (this, FLAG_REMOVED);
958 root 1.82 INVOKE_OBJECT (REMOVE, this);
959 root 1.26
960 root 1.59 if (more)
961     more->remove ();
962 root 1.24
963     /*
964     * In this case, the object to be removed is in someones
965     * inventory.
966     */
967 root 1.59 if (env)
968 root 1.24 {
969 root 1.59 if (nrof)
970     sub_weight (env, weight * nrof);
971 root 1.24 else
972 root 1.59 sub_weight (env, weight + carrying);
973 root 1.24
974     /* NO_FIX_PLAYER is set when a great many changes are being
975     * made to players inventory. If set, avoiding the call
976     * to save cpu time.
977     */
978 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
979 root 1.78 otmp->update_stats ();
980 root 1.24
981 root 1.96 if (above)
982 root 1.59 above->below = below;
983 root 1.24 else
984 root 1.59 env->inv = below;
985 root 1.24
986 root 1.96 if (below)
987 root 1.59 below->above = above;
988 root 1.24
989     /* we set up values so that it could be inserted into
990     * the map, but we don't actually do that - it is up
991     * to the caller to decide what we want to do.
992     */
993 root 1.59 x = env->x, y = env->y;
994     map = env->map;
995     above = 0, below = 0;
996     env = 0;
997     }
998     else if (map)
999     {
1000 root 1.96 if (type == PLAYER)
1001     {
1002     --map->players;
1003 root 1.100 map->touch ();
1004 root 1.96 }
1005    
1006 root 1.98 map->dirty = true;
1007 elmex 1.1
1008 root 1.29 /* link the object above us */
1009 root 1.59 if (above)
1010     above->below = below;
1011 root 1.29 else
1012 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1013 root 1.24
1014 root 1.29 /* Relink the object below us, if there is one */
1015 root 1.59 if (below)
1016     below->above = above;
1017 root 1.29 else
1018     {
1019     /* Nothing below, which means we need to relink map object for this space
1020     * use translated coordinates in case some oddness with map tiling is
1021     * evident
1022     */
1023 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1024 root 1.29 {
1025 root 1.59 char *dump = dump_object (this);
1026 root 1.29 LOG (llevError,
1027 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);
1028     free (dump);
1029 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1030 root 1.53 LOG (llevError, "%s\n", dump);
1031     free (dump);
1032 root 1.29 }
1033 elmex 1.1
1034 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
1035 root 1.8 }
1036 root 1.26
1037 root 1.59 above = 0;
1038     below = 0;
1039 root 1.26
1040 root 1.59 if (map->in_memory == MAP_SAVING)
1041 root 1.29 return;
1042 elmex 1.1
1043 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 elmex 1.1
1045 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 root 1.24 {
1047 root 1.29 /* No point updating the players look faces if he is the object
1048     * being removed.
1049 root 1.24 */
1050 root 1.29
1051 root 1.59 if (tmp->type == PLAYER && tmp != this)
1052 root 1.24 {
1053 root 1.29 /* If a container that the player is currently using somehow gets
1054     * removed (most likely destroyed), update the player view
1055     * appropriately.
1056     */
1057 root 1.59 if (tmp->container == this)
1058 root 1.29 {
1059 root 1.82 flag [FLAG_APPLIED] = 0;
1060 root 1.59 tmp->container = 0;
1061 root 1.29 }
1062    
1063 root 1.82 if (tmp->contr->ns)
1064     tmp->contr->ns->floorbox_update ();
1065 root 1.8 }
1066 root 1.26
1067 root 1.96 /* See if object moving off should effect something */
1068 root 1.50 if (check_walk_off
1069 root 1.59 && ((move_type & tmp->move_off)
1070     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 root 1.29 {
1072 elmex 1.72 move_apply (tmp, this, 0);
1073 root 1.24
1074 root 1.59 if (destroyed ())
1075 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 root 1.8 }
1077    
1078 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 root 1.29 if (tmp->above == tmp)
1081 root 1.59 tmp->above = 0;
1082 root 1.8
1083 root 1.29 last = tmp;
1084     }
1085 root 1.26
1086 root 1.96 /* last == NULL if there are no objects on this space */
1087     //TODO: this makes little sense, why only update the topmost object?
1088 root 1.59 if (!last)
1089 root 1.99 map->at (x, y).flags_ = 0;
1090 root 1.29 else
1091     update_object (last, UP_OBJ_REMOVE);
1092 root 1.26
1093 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1094 root 1.59 update_all_los (map, x, y);
1095 elmex 1.1 }
1096     }
1097    
1098     /*
1099     * merge_ob(op,top):
1100     *
1101     * This function goes through all objects below and including top, and
1102     * merges op to the first matching object.
1103     * If top is NULL, it is calculated.
1104     * Returns pointer to object if it succeded in the merge, otherwise NULL
1105     */
1106 root 1.24 object *
1107     merge_ob (object *op, object *top)
1108     {
1109     if (!op->nrof)
1110 elmex 1.1 return 0;
1111 root 1.29
1112 root 1.82 if (top)
1113     for (top = op; top && top->above; top = top->above)
1114     ;
1115 root 1.29
1116 root 1.82 for (; top; top = top->below)
1117 elmex 1.1 {
1118 root 1.24 if (top == op)
1119     continue;
1120 root 1.66
1121     if (object::can_merge (op, top))
1122 root 1.24 {
1123     top->nrof += op->nrof;
1124    
1125 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1126 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1127 root 1.64 op->destroy ();
1128 root 1.24 return top;
1129     }
1130 elmex 1.1 }
1131 root 1.29
1132 root 1.45 return 0;
1133 elmex 1.1 }
1134    
1135     /*
1136     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1137     * job preparing multi-part monsters
1138     */
1139 root 1.24 object *
1140 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141 root 1.24 {
1142 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 root 1.24 {
1144     tmp->x = x + tmp->arch->clone.x;
1145     tmp->y = y + tmp->arch->clone.y;
1146 elmex 1.1 }
1147 root 1.29
1148 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1149 elmex 1.1 }
1150    
1151     /*
1152     * insert_ob_in_map (op, map, originator, flag):
1153     * This function inserts the object in the two-way linked list
1154     * which represents what is on a map.
1155     * The second argument specifies the map, and the x and y variables
1156     * in the object about to be inserted specifies the position.
1157     *
1158     * originator: Player, monster or other object that caused 'op' to be inserted
1159     * into 'map'. May be NULL.
1160     *
1161     * flag is a bitmask about special things to do (or not do) when this
1162     * function is called. see the object.h file for the INS_ values.
1163     * Passing 0 for flag gives proper default values, so flag really only needs
1164     * to be set if special handling is needed.
1165     *
1166     * Return value:
1167     * new object if 'op' was merged with other object
1168     * NULL if 'op' was destroyed
1169     * just 'op' otherwise
1170     */
1171 root 1.24 object *
1172 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173 elmex 1.1 {
1174 root 1.25 object *tmp, *top, *floor = NULL;
1175     sint16 x, y;
1176 elmex 1.1
1177 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1178     {
1179     LOG (llevError, "Trying to insert freed object!\n");
1180     return NULL;
1181     }
1182 root 1.25
1183 root 1.96 if (!m)
1184 root 1.24 {
1185 root 1.53 char *dump = dump_object (op);
1186     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187     free (dump);
1188 root 1.24 return op;
1189 elmex 1.1 }
1190 root 1.25
1191 root 1.24 if (out_of_map (m, op->x, op->y))
1192     {
1193 root 1.53 char *dump = dump_object (op);
1194     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195 elmex 1.1 #ifdef MANY_CORES
1196 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1197     * is likely to cause a crash. Better to find out where it is getting
1198     * improperly inserted.
1199     */
1200     abort ();
1201 elmex 1.1 #endif
1202 root 1.53 free (dump);
1203 root 1.24 return op;
1204 elmex 1.1 }
1205 root 1.25
1206 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207     {
1208 root 1.53 char *dump = dump_object (op);
1209     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210     free (dump);
1211 root 1.24 return op;
1212     }
1213 root 1.25
1214 root 1.82 if (op->more)
1215 root 1.24 {
1216     /* The part may be on a different map. */
1217    
1218 root 1.26 object *more = op->more;
1219 root 1.24
1220 pippijn 1.105 /* We really need the caller to normalise coordinates - if
1221 root 1.24 * we set the map, that doesn't work if the location is within
1222     * a map and this is straddling an edge. So only if coordinate
1223 pippijn 1.105 * is clear wrong do we normalise it.
1224 root 1.24 */
1225     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 root 1.24 else if (!more->map)
1228     {
1229     /* For backwards compatibility - when not dealing with tiled maps,
1230     * more->map should always point to the parent.
1231     */
1232     more->map = m;
1233     }
1234    
1235     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236     {
1237     if (!op->head)
1238     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239 root 1.26
1240 root 1.82 return 0;
1241 root 1.8 }
1242 root 1.24 }
1243 root 1.25
1244 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1245 root 1.8
1246 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1247     * of areas of callers (eg, anything that uses find_free_spot would now
1248     * need extra work
1249     */
1250     op->map = get_map_from_coord (m, &op->x, &op->y);
1251     x = op->x;
1252     y = op->y;
1253    
1254     /* this has to be done after we translate the coordinates.
1255     */
1256     if (op->nrof && !(flag & INS_NO_MERGE))
1257 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1258 root 1.66 if (object::can_merge (op, tmp))
1259 root 1.25 {
1260     op->nrof += tmp->nrof;
1261 root 1.64 tmp->destroy ();
1262 root 1.25 }
1263 root 1.24
1264     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1265     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266 root 1.25
1267 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1268     CLEAR_FLAG (op, FLAG_NO_STEAL);
1269    
1270     if (flag & INS_BELOW_ORIGINATOR)
1271     {
1272     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1273     {
1274     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1275     abort ();
1276     }
1277 root 1.25
1278 root 1.24 op->above = originator;
1279     op->below = originator->below;
1280 root 1.25
1281 root 1.24 if (op->below)
1282     op->below->above = op;
1283     else
1284 root 1.84 op->ms ().bot = op;
1285 root 1.25
1286 root 1.24 /* since *below* originator, no need to update top */
1287     originator->below = op;
1288 elmex 1.1 }
1289 root 1.24 else
1290     {
1291     /* If there are other objects, then */
1292     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1293     {
1294 root 1.96 object *last = 0;
1295 root 1.24
1296     /*
1297     * If there are multiple objects on this space, we do some trickier handling.
1298     * We've already dealt with merging if appropriate.
1299     * Generally, we want to put the new object on top. But if
1300     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1301     * floor, we want to insert above that and no further.
1302     * Also, if there are spell objects on this space, we stop processing
1303     * once we get to them. This reduces the need to traverse over all of
1304     * them when adding another one - this saves quite a bit of cpu time
1305     * when lots of spells are cast in one area. Currently, it is presumed
1306     * that flying non pickable objects are spell objects.
1307     */
1308 root 1.96 while (top)
1309 root 1.24 {
1310     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311     floor = top;
1312 root 1.26
1313 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))
1314     {
1315     /* We insert above top, so we want this object below this */
1316     top = top->below;
1317     break;
1318     }
1319 root 1.26
1320 root 1.24 last = top;
1321     top = top->above;
1322     }
1323 root 1.26
1324 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1325     top = last;
1326 root 1.8
1327 root 1.24 /* We let update_position deal with figuring out what the space
1328     * looks like instead of lots of conditions here.
1329     * makes things faster, and effectively the same result.
1330     */
1331    
1332     /* Have object 'fall below' other objects that block view.
1333     * Unless those objects are exits, type 66
1334     * If INS_ON_TOP is used, don't do this processing
1335     * Need to find the object that in fact blocks view, otherwise
1336     * stacking is a bit odd.
1337     */
1338     if (!(flag & INS_ON_TOP) &&
1339 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1340 root 1.24 {
1341     for (last = top; last != floor; last = last->below)
1342     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343     break;
1344     /* Check to see if we found the object that blocks view,
1345     * and make sure we have a below pointer for it so that
1346     * we can get inserted below this one, which requires we
1347     * set top to the object below us.
1348     */
1349     if (last && last->below && last != floor)
1350     top = last->below;
1351 root 1.8 }
1352 root 1.24 } /* If objects on this space */
1353 root 1.25
1354 root 1.24 if (flag & INS_MAP_LOAD)
1355     top = GET_MAP_TOP (op->map, op->x, op->y);
1356 root 1.25
1357 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1358     top = floor;
1359    
1360     /* Top is the object that our object (op) is going to get inserted above.
1361     */
1362    
1363     /* First object on this space */
1364     if (!top)
1365     {
1366     op->above = GET_MAP_OB (op->map, op->x, op->y);
1367 root 1.25
1368 root 1.24 if (op->above)
1369     op->above->below = op;
1370 root 1.25
1371 root 1.96 op->below = 0;
1372 root 1.84 op->ms ().bot = op;
1373 root 1.24 }
1374     else
1375     { /* get inserted into the stack above top */
1376     op->above = top->above;
1377 root 1.25
1378 root 1.24 if (op->above)
1379     op->above->below = op;
1380 root 1.25
1381 root 1.24 op->below = top;
1382     top->above = op;
1383     }
1384 root 1.25
1385 root 1.96 if (!op->above)
1386 root 1.76 op->ms ().top = op;
1387 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1388 root 1.8
1389 root 1.24 if (op->type == PLAYER)
1390 root 1.96 {
1391     op->contr->do_los = 1;
1392     ++op->map->players;
1393 root 1.100 op->map->touch ();
1394 root 1.96 }
1395 root 1.24
1396 root 1.98 op->map->dirty = true;
1397    
1398 root 1.24 /* If we have a floor, we know the player, if any, will be above
1399     * it, so save a few ticks and start from there.
1400     */
1401     if (!(flag & INS_MAP_LOAD))
1402 root 1.76 if (object *pl = op->ms ().player ())
1403 root 1.82 if (pl->contr->ns)
1404     pl->contr->ns->floorbox_update ();
1405 root 1.24
1406     /* If this object glows, it may affect lighting conditions that are
1407     * visible to others on this map. But update_all_los is really
1408     * an inefficient way to do this, as it means los for all players
1409     * on the map will get recalculated. The players could very well
1410     * be far away from this change and not affected in any way -
1411     * this should get redone to only look for players within range,
1412 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1413 root 1.24 * of effect may be sufficient.
1414     */
1415 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1416 root 1.24 update_all_los (op->map, op->x, op->y);
1417    
1418     /* updates flags (blocked, alive, no magic, etc) for this map space */
1419     update_object (op, UP_OBJ_INSERT);
1420    
1421 root 1.82 INVOKE_OBJECT (INSERT, op);
1422    
1423 root 1.24 /* Don't know if moving this to the end will break anything. However,
1424 root 1.70 * we want to have floorbox_update called before calling this.
1425 root 1.24 *
1426     * check_move_on() must be after this because code called from
1427     * check_move_on() depends on correct map flags (so functions like
1428     * blocked() and wall() work properly), and these flags are updated by
1429     * update_object().
1430     */
1431    
1432     /* if this is not the head or flag has been passed, don't check walk on status */
1433     if (!(flag & INS_NO_WALK_ON) && !op->head)
1434     {
1435     if (check_move_on (op, originator))
1436 root 1.82 return 0;
1437 elmex 1.1
1438 root 1.24 /* If we are a multi part object, lets work our way through the check
1439     * walk on's.
1440     */
1441     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1442     if (check_move_on (tmp, originator))
1443 root 1.82 return 0;
1444 elmex 1.1 }
1445 root 1.25
1446 root 1.24 return op;
1447 elmex 1.1 }
1448    
1449     /* this function inserts an object in the map, but if it
1450 root 1.75 * finds an object of its own type, it'll remove that one first.
1451     * op is the object to insert it under: supplies x and the map.
1452 elmex 1.1 */
1453 root 1.24 void
1454     replace_insert_ob_in_map (const char *arch_string, object *op)
1455     {
1456 root 1.75 object *tmp, *tmp1;
1457 elmex 1.1
1458 root 1.24 /* first search for itself and remove any old instances */
1459 elmex 1.1
1460 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1462     tmp->destroy ();
1463 elmex 1.1
1464 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1465 elmex 1.1
1466 root 1.24 tmp1->x = op->x;
1467     tmp1->y = op->y;
1468     insert_ob_in_map (tmp1, op->map, op, 0);
1469     }
1470 elmex 1.1
1471 root 1.93 object *
1472     object::insert_at (object *where, object *originator, int flags)
1473     {
1474     where->map->insert (this, where->x, where->y, originator, flags);
1475     }
1476    
1477 elmex 1.1 /*
1478     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479     * is returned contains nr objects, and the remaining parts contains
1480     * the rest (or is removed and freed if that number is 0).
1481     * On failure, NULL is returned, and the reason put into the
1482     * global static errmsg array.
1483     */
1484 root 1.24 object *
1485     get_split_ob (object *orig_ob, uint32 nr)
1486     {
1487 root 1.64 object *newob;
1488     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1489 root 1.24
1490     if (orig_ob->nrof < nr)
1491     {
1492     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493     return NULL;
1494     }
1495 root 1.29
1496 root 1.24 newob = object_create_clone (orig_ob);
1497 root 1.29
1498 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1499 root 1.63 orig_ob->destroy (1);
1500 root 1.24 else if (!is_removed)
1501     {
1502     if (orig_ob->env != NULL)
1503     sub_weight (orig_ob->env, orig_ob->weight * nr);
1504     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505     {
1506     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1507     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1508     return NULL;
1509 root 1.8 }
1510 elmex 1.1 }
1511 root 1.29
1512 root 1.24 newob->nrof = nr;
1513 elmex 1.1
1514 root 1.24 return newob;
1515 elmex 1.1 }
1516    
1517     /*
1518     * decrease_ob_nr(object, number) decreases a specified number from
1519     * the amount of an object. If the amount reaches 0, the object
1520     * is subsequently removed and freed.
1521     *
1522     * Return value: 'op' if something is left, NULL if the amount reached 0
1523     */
1524    
1525 root 1.24 object *
1526     decrease_ob_nr (object *op, uint32 i)
1527 elmex 1.1 {
1528 root 1.29 object *tmp;
1529 elmex 1.1
1530 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1531     return op;
1532    
1533     if (i > op->nrof)
1534     i = op->nrof;
1535    
1536     if (QUERY_FLAG (op, FLAG_REMOVED))
1537 root 1.29 op->nrof -= i;
1538 root 1.73 else if (op->env)
1539 root 1.24 {
1540     /* is this object in the players inventory, or sub container
1541     * therein?
1542     */
1543 root 1.74 tmp = op->in_player ();
1544 root 1.24 /* nope. Is this a container the player has opened?
1545     * If so, set tmp to that player.
1546     * IMO, searching through all the players will mostly
1547     * likely be quicker than following op->env to the map,
1548     * and then searching the map for a player.
1549     */
1550     if (!tmp)
1551 root 1.81 for_all_players (pl)
1552     if (pl->ob->container == op->env)
1553     {
1554     tmp = pl->ob;
1555     break;
1556     }
1557 elmex 1.1
1558 root 1.24 if (i < op->nrof)
1559     {
1560     sub_weight (op->env, op->weight * i);
1561     op->nrof -= i;
1562     if (tmp)
1563 root 1.73 esrv_send_item (tmp, op);
1564 root 1.24 }
1565     else
1566     {
1567 root 1.63 op->remove ();
1568 root 1.24 op->nrof = 0;
1569     if (tmp)
1570 root 1.73 esrv_del_item (tmp->contr, op->count);
1571 elmex 1.1 }
1572     }
1573 root 1.24 else
1574 elmex 1.1 {
1575 root 1.29 object *above = op->above;
1576 elmex 1.1
1577 root 1.24 if (i < op->nrof)
1578 root 1.29 op->nrof -= i;
1579 root 1.24 else
1580     {
1581 root 1.63 op->remove ();
1582 root 1.24 op->nrof = 0;
1583     }
1584 root 1.29
1585 root 1.24 /* Since we just removed op, op->above is null */
1586 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1587 root 1.24 if (tmp->type == PLAYER)
1588     {
1589     if (op->nrof)
1590     esrv_send_item (tmp, op);
1591     else
1592     esrv_del_item (tmp->contr, op->count);
1593     }
1594 elmex 1.1 }
1595    
1596 root 1.24 if (op->nrof)
1597 root 1.29 return op;
1598 root 1.24 else
1599     {
1600 root 1.64 op->destroy ();
1601 root 1.73 return 0;
1602 elmex 1.1 }
1603     }
1604    
1605     /*
1606     * add_weight(object, weight) adds the specified weight to an object,
1607     * and also updates how much the environment(s) is/are carrying.
1608     */
1609    
1610 root 1.24 void
1611     add_weight (object *op, signed long weight)
1612     {
1613     while (op != NULL)
1614     {
1615     if (op->type == CONTAINER)
1616 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1617    
1618 root 1.24 op->carrying += weight;
1619     op = op->env;
1620     }
1621 elmex 1.1 }
1622    
1623 root 1.24 object *
1624     insert_ob_in_ob (object *op, object *where)
1625     {
1626 root 1.59 if (!where)
1627 root 1.24 {
1628 root 1.53 char *dump = dump_object (op);
1629     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630     free (dump);
1631 root 1.24 return op;
1632     }
1633 root 1.29
1634 root 1.24 if (where->head)
1635     {
1636 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 root 1.24 where = where->head;
1638     }
1639 root 1.29
1640 root 1.59 return where->insert (op);
1641     }
1642    
1643     /*
1644     * env->insert (op)
1645     * This function inserts the object op in the linked list
1646     * inside the object environment.
1647     *
1648     * The function returns now pointer to inserted item, and return value can
1649     * be != op, if items are merged. -Tero
1650     */
1651    
1652     object *
1653     object::insert (object *op)
1654     {
1655     object *tmp, *otmp;
1656    
1657     if (!QUERY_FLAG (op, FLAG_REMOVED))
1658     op->remove ();
1659    
1660 root 1.24 if (op->more)
1661     {
1662     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1663     return op;
1664     }
1665 root 1.29
1666 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1667     CLEAR_FLAG (op, FLAG_REMOVED);
1668     if (op->nrof)
1669     {
1670 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1671 root 1.66 if (object::can_merge (tmp, op))
1672 root 1.24 {
1673     /* return the original object and remove inserted object
1674     (client needs the original object) */
1675     tmp->nrof += op->nrof;
1676     /* Weight handling gets pretty funky. Since we are adding to
1677     * tmp->nrof, we need to increase the weight.
1678     */
1679 root 1.59 add_weight (this, op->weight * op->nrof);
1680 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1681 root 1.59 op->destroy (); /* free the inserted object */
1682 root 1.24 op = tmp;
1683 root 1.59 op->remove (); /* and fix old object's links */
1684 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1685     break;
1686     }
1687    
1688     /* I assume combined objects have no inventory
1689     * We add the weight - this object could have just been removed
1690     * (if it was possible to merge). calling remove_ob will subtract
1691     * the weight, so we need to add it in again, since we actually do
1692     * the linking below
1693     */
1694 root 1.59 add_weight (this, op->weight * op->nrof);
1695 root 1.24 }
1696     else
1697 root 1.59 add_weight (this, (op->weight + op->carrying));
1698 elmex 1.1
1699 root 1.74 otmp = this->in_player ();
1700 root 1.59 if (otmp && otmp->contr)
1701     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 root 1.78 otmp->update_stats ();
1703 elmex 1.1
1704 root 1.74 op->map = 0;
1705 root 1.59 op->env = this;
1706 root 1.74 op->above = 0;
1707     op->below = 0;
1708 root 1.24 op->x = 0, op->y = 0;
1709 elmex 1.1
1710     /* reset the light list and los of the players on the map */
1711 root 1.59 if ((op->glow_radius != 0) && map)
1712 root 1.24 {
1713 elmex 1.1 #ifdef DEBUG_LIGHTS
1714 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715     #endif /* DEBUG_LIGHTS */
1716 root 1.84 if (map->darkness)
1717 root 1.59 update_all_los (map, x, y);
1718 root 1.24 }
1719 elmex 1.1
1720     /* Client has no idea of ordering so lets not bother ordering it here.
1721     * It sure simplifies this function...
1722     */
1723 root 1.59 if (!inv)
1724     inv = op;
1725 root 1.24 else
1726     {
1727 root 1.59 op->below = inv;
1728 elmex 1.1 op->below->above = op;
1729 root 1.59 inv = op;
1730 root 1.24 }
1731 root 1.59
1732 root 1.82 INVOKE_OBJECT (INSERT, this);
1733    
1734 elmex 1.1 return op;
1735     }
1736    
1737     /*
1738     * Checks if any objects has a move_type that matches objects
1739     * that effect this object on this space. Call apply() to process
1740     * these events.
1741     *
1742     * Any speed-modification due to SLOW_MOVE() of other present objects
1743     * will affect the speed_left of the object.
1744     *
1745     * originator: Player, monster or other object that caused 'op' to be inserted
1746     * into 'map'. May be NULL.
1747     *
1748     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1749     *
1750     * 4-21-95 added code to check if appropriate skill was readied - this will
1751     * permit faster movement by the player through this terrain. -b.t.
1752     *
1753     * MSW 2001-07-08: Check all objects on space, not just those below
1754     * object being inserted. insert_ob_in_map may not put new objects
1755     * on top.
1756     */
1757 root 1.24 int
1758     check_move_on (object *op, object *originator)
1759 elmex 1.1 {
1760 root 1.48 object *tmp;
1761 root 1.49 maptile *m = op->map;
1762 root 1.48 int x = op->x, y = op->y;
1763 root 1.26
1764 root 1.48 MoveType move_on, move_slow, move_block;
1765 root 1.24
1766     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1767     return 0;
1768    
1769     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772    
1773     /* if nothing on this space will slow op down or be applied,
1774     * no need to do checking below. have to make sure move_type
1775     * is set, as lots of objects don't have it set - we treat that
1776     * as walking.
1777     */
1778     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779     return 0;
1780 elmex 1.1
1781 root 1.24 /* This is basically inverse logic of that below - basically,
1782     * if the object can avoid the move on or slow move, they do so,
1783     * but can't do it if the alternate movement they are using is
1784     * blocked. Logic on this seems confusing, but does seem correct.
1785     */
1786     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787     return 0;
1788    
1789     /* The objects have to be checked from top to bottom.
1790     * Hence, we first go to the top:
1791     */
1792    
1793 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 root 1.24 {
1795     /* Trim the search when we find the first other spell effect
1796     * this helps performance so that if a space has 50 spell objects,
1797     * we don't need to check all of them.
1798     */
1799     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800     break;
1801     }
1802 root 1.26
1803     for (; tmp; tmp = tmp->below)
1804 root 1.24 {
1805     if (tmp == op)
1806     continue; /* Can't apply yourself */
1807 elmex 1.1
1808 root 1.24 /* Check to see if one of the movement types should be slowed down.
1809     * Second check makes sure that the movement types not being slowed
1810     * (~slow_move) is not blocked on this space - just because the
1811     * space doesn't slow down swimming (for example), if you can't actually
1812     * swim on that space, can't use it to avoid the penalty.
1813     */
1814     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815     {
1816     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818     {
1819 elmex 1.1
1820 root 1.29 float
1821     diff = tmp->move_slow_penalty * FABS (op->speed);
1822 elmex 1.1
1823 root 1.24 if (op->type == PLAYER)
1824 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826     diff /= 4.0;
1827    
1828 root 1.24 op->speed_left -= diff;
1829 root 1.8 }
1830     }
1831 elmex 1.1
1832 root 1.24 /* Basically same logic as above, except now for actual apply. */
1833     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1835     {
1836 elmex 1.72 move_apply (tmp, op, originator);
1837 root 1.24
1838 root 1.48 if (op->destroyed ())
1839 root 1.24 return 1;
1840    
1841     /* what the person/creature stepped onto has moved the object
1842     * someplace new. Don't process any further - if we did,
1843     * have a feeling strange problems would result.
1844     */
1845     if (op->map != m || op->x != x || op->y != y)
1846     return 0;
1847 root 1.8 }
1848 elmex 1.1 }
1849 root 1.26
1850 root 1.24 return 0;
1851 elmex 1.1 }
1852    
1853     /*
1854     * present_arch(arch, map, x, y) searches for any objects with
1855     * a matching archetype at the given map and coordinates.
1856     * The first matching object is returned, or NULL if none.
1857     */
1858 root 1.24 object *
1859 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1860 root 1.24 {
1861 root 1.104 if (!m || out_of_map (m, x, y))
1862 root 1.24 {
1863     LOG (llevError, "Present_arch called outside map.\n");
1864     return NULL;
1865     }
1866 root 1.84
1867 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 root 1.24 if (tmp->arch == at)
1869 elmex 1.1 return tmp;
1870 root 1.84
1871 elmex 1.1 return NULL;
1872     }
1873    
1874     /*
1875     * present(type, map, x, y) searches for any objects with
1876     * a matching type variable at the given map and coordinates.
1877     * The first matching object is returned, or NULL if none.
1878     */
1879 root 1.24 object *
1880 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1881 root 1.24 {
1882     if (out_of_map (m, x, y))
1883     {
1884     LOG (llevError, "Present called outside map.\n");
1885     return NULL;
1886     }
1887 root 1.84
1888 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1889 root 1.24 if (tmp->type == type)
1890 elmex 1.1 return tmp;
1891 root 1.84
1892 elmex 1.1 return NULL;
1893     }
1894    
1895     /*
1896     * present_in_ob(type, object) searches for any objects with
1897     * a matching type variable in the inventory of the given object.
1898     * The first matching object is returned, or NULL if none.
1899     */
1900 root 1.24 object *
1901     present_in_ob (unsigned char type, const object *op)
1902     {
1903 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1904 root 1.24 if (tmp->type == type)
1905 elmex 1.1 return tmp;
1906 root 1.84
1907 elmex 1.1 return NULL;
1908     }
1909    
1910     /*
1911     * present_in_ob (type, str, object) searches for any objects with
1912     * a matching type & name variable in the inventory of the given object.
1913     * The first matching object is returned, or NULL if none.
1914     * This is mostly used by spell effect code, so that we only
1915     * have one spell effect at a time.
1916     * type can be used to narrow the search - if type is set,
1917     * the type must also match. -1 can be passed for the type,
1918     * in which case the type does not need to pass.
1919     * str is the string to match against. Note that we match against
1920     * the object name, not the archetype name. this is so that the
1921     * spell code can use one object type (force), but change it's name
1922     * to be unique.
1923     */
1924 root 1.24 object *
1925     present_in_ob_by_name (int type, const char *str, const object *op)
1926     {
1927 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1929     return tmp;
1930 elmex 1.1
1931 root 1.82 return 0;
1932 elmex 1.1 }
1933    
1934     /*
1935     * present_arch_in_ob(archetype, object) searches for any objects with
1936     * a matching archetype in the inventory of the given object.
1937     * The first matching object is returned, or NULL if none.
1938     */
1939 root 1.24 object *
1940     present_arch_in_ob (const archetype *at, const object *op)
1941     {
1942 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 root 1.24 if (tmp->arch == at)
1944 elmex 1.1 return tmp;
1945 root 1.82
1946 elmex 1.1 return NULL;
1947     }
1948    
1949     /*
1950     * activate recursively a flag on an object inventory
1951     */
1952 root 1.24 void
1953     flag_inv (object *op, int flag)
1954     {
1955     if (op->inv)
1956 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 root 1.24 {
1958     SET_FLAG (tmp, flag);
1959     flag_inv (tmp, flag);
1960 elmex 1.1 }
1961 root 1.82 }
1962    
1963     /*
1964     * deactivate recursively a flag on an object inventory
1965     */
1966 root 1.24 void
1967     unflag_inv (object *op, int flag)
1968     {
1969     if (op->inv)
1970 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 root 1.24 {
1972     CLEAR_FLAG (tmp, flag);
1973     unflag_inv (tmp, flag);
1974 elmex 1.1 }
1975     }
1976    
1977     /*
1978     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979     * all it's inventory (recursively).
1980     * If checksums are used, a player will get set_cheat called for
1981     * him/her-self and all object carried by a call to this function.
1982     */
1983 root 1.24 void
1984     set_cheat (object *op)
1985     {
1986     SET_FLAG (op, FLAG_WAS_WIZ);
1987     flag_inv (op, FLAG_WAS_WIZ);
1988 elmex 1.1 }
1989    
1990     /*
1991     * find_free_spot(object, map, x, y, start, stop) will search for
1992     * a spot at the given map and coordinates which will be able to contain
1993     * the given object. start and stop specifies how many squares
1994     * to search (see the freearr_x/y[] definition).
1995     * It returns a random choice among the alternatives found.
1996     * start and stop are where to start relative to the free_arr array (1,9
1997     * does all 4 immediate directions). This returns the index into the
1998     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999     * Note - this only checks to see if there is space for the head of the
2000     * object - if it is a multispace object, this should be called for all
2001     * pieces.
2002     * Note2: This function does correctly handle tiled maps, but does not
2003     * inform the caller. However, insert_ob_in_map will update as
2004     * necessary, so the caller shouldn't need to do any special work.
2005     * Note - updated to take an object instead of archetype - this is necessary
2006     * because arch_blocked (now ob_blocked) needs to know the movement type
2007     * to know if the space in question will block the object. We can't use
2008     * the archetype because that isn't correct if the monster has been
2009     * customized, changed states, etc.
2010     */
2011 root 1.24 int
2012 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013 root 1.24 {
2014 root 1.82 int index = 0, flag;
2015     int altern[SIZEOFFREE];
2016 root 1.24
2017 root 1.82 for (int i = start; i < stop; i++)
2018 root 1.24 {
2019     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2020     if (!flag)
2021 root 1.82 altern [index++] = i;
2022 root 1.24
2023     /* Basically, if we find a wall on a space, we cut down the search size.
2024     * In this way, we won't return spaces that are on another side of a wall.
2025     * This mostly work, but it cuts down the search size in all directions -
2026     * if the space being examined only has a wall to the north and empty
2027     * spaces in all the other directions, this will reduce the search space
2028     * to only the spaces immediately surrounding the target area, and
2029     * won't look 2 spaces south of the target space.
2030     */
2031 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2032 root 1.24 stop = maxfree[i];
2033 elmex 1.1 }
2034 root 1.74
2035 root 1.24 if (!index)
2036     return -1;
2037 root 1.74
2038 root 1.24 return altern[RANDOM () % index];
2039 elmex 1.1 }
2040    
2041     /*
2042 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2043 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2044     * But it will return the first available spot, not a random choice.
2045     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2046     */
2047 root 1.24 int
2048 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049 root 1.24 {
2050 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2051     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2052     return i;
2053 root 1.24
2054     return -1;
2055 elmex 1.1 }
2056    
2057     /*
2058     * The function permute(arr, begin, end) randomly reorders the array
2059     * arr[begin..end-1].
2060 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2061 elmex 1.1 */
2062 root 1.24 static void
2063     permute (int *arr, int begin, int end)
2064 elmex 1.1 {
2065 root 1.82 arr += begin;
2066     end -= begin;
2067    
2068     while (--end)
2069     swap (arr [end], arr [RANDOM () % (end + 1)]);
2070 elmex 1.1 }
2071    
2072     /* new function to make monster searching more efficient, and effective!
2073     * This basically returns a randomized array (in the passed pointer) of
2074     * the spaces to find monsters. In this way, it won't always look for
2075     * monsters to the north first. However, the size of the array passed
2076     * covers all the spaces, so within that size, all the spaces within
2077     * the 3x3 area will be searched, just not in a predictable order.
2078     */
2079 root 1.24 void
2080     get_search_arr (int *search_arr)
2081 elmex 1.1 {
2082 root 1.82 int i;
2083 elmex 1.1
2084 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2085 root 1.82 search_arr[i] = i;
2086 elmex 1.1
2087 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2088     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2089     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2090 elmex 1.1 }
2091    
2092     /*
2093     * find_dir(map, x, y, exclude) will search some close squares in the
2094     * given map at the given coordinates for live objects.
2095     * It will not considered the object given as exclude among possible
2096     * live objects.
2097     * It returns the direction toward the first/closest live object if finds
2098     * any, otherwise 0.
2099     * Perhaps incorrectly, but I'm making the assumption that exclude
2100     * is actually want is going to try and move there. We need this info
2101     * because we have to know what movement the thing looking to move
2102     * there is capable of.
2103     */
2104 root 1.24 int
2105 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2106 root 1.24 {
2107 root 1.82 int i, max = SIZEOFFREE, mflags;
2108 root 1.29
2109     sint16 nx, ny;
2110 root 1.82 object *tmp;
2111     maptile *mp;
2112 root 1.29
2113     MoveType blocked, move_type;
2114 root 1.24
2115     if (exclude && exclude->head)
2116     {
2117     exclude = exclude->head;
2118     move_type = exclude->move_type;
2119     }
2120     else
2121     {
2122     /* If we don't have anything, presume it can use all movement types. */
2123     move_type = MOVE_ALL;
2124     }
2125    
2126     for (i = 1; i < max; i++)
2127     {
2128     mp = m;
2129     nx = x + freearr_x[i];
2130     ny = y + freearr_y[i];
2131    
2132     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133 root 1.75
2134 root 1.24 if (mflags & P_OUT_OF_MAP)
2135 root 1.75 max = maxfree[i];
2136 root 1.24 else
2137     {
2138 root 1.82 mapspace &ms = mp->at (nx, ny);
2139    
2140     blocked = ms.move_block;
2141 root 1.24
2142     if ((move_type & blocked) == move_type)
2143 root 1.75 max = maxfree[i];
2144 root 1.24 else if (mflags & P_IS_ALIVE)
2145     {
2146 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2149 root 1.75 break;
2150    
2151 root 1.24 if (tmp)
2152 root 1.75 return freedir[i];
2153 root 1.8 }
2154     }
2155 elmex 1.1 }
2156 root 1.75
2157 root 1.24 return 0;
2158 elmex 1.1 }
2159    
2160     /*
2161     * distance(object 1, object 2) will return the square of the
2162     * distance between the two given objects.
2163     */
2164 root 1.24 int
2165     distance (const object *ob1, const object *ob2)
2166     {
2167 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2168 elmex 1.1 }
2169    
2170     /*
2171     * find_dir_2(delta-x,delta-y) will return a direction in which
2172     * an object which has subtracted the x and y coordinates of another
2173     * object, needs to travel toward it.
2174     */
2175 root 1.24 int
2176     find_dir_2 (int x, int y)
2177     {
2178 root 1.75 int q;
2179 elmex 1.1
2180 root 1.24 if (y)
2181     q = x * 100 / y;
2182 elmex 1.1 else if (x)
2183 root 1.24 q = -300 * x;
2184 elmex 1.1 else
2185     return 0;
2186    
2187 root 1.24 if (y > 0)
2188     {
2189     if (q < -242)
2190     return 3;
2191     if (q < -41)
2192     return 2;
2193     if (q < 41)
2194     return 1;
2195     if (q < 242)
2196     return 8;
2197     return 7;
2198     }
2199 elmex 1.1
2200     if (q < -242)
2201 root 1.24 return 7;
2202 elmex 1.1 if (q < -41)
2203 root 1.24 return 6;
2204 elmex 1.1 if (q < 41)
2205 root 1.24 return 5;
2206 elmex 1.1 if (q < 242)
2207 root 1.24 return 4;
2208 elmex 1.1
2209 root 1.24 return 3;
2210 elmex 1.1 }
2211    
2212     /*
2213     * absdir(int): Returns a number between 1 and 8, which represent
2214     * the "absolute" direction of a number (it actually takes care of
2215     * "overflow" in previous calculations of a direction).
2216     */
2217    
2218 root 1.24 int
2219     absdir (int d)
2220     {
2221     while (d < 1)
2222     d += 8;
2223 root 1.82
2224 root 1.24 while (d > 8)
2225     d -= 8;
2226 root 1.82
2227 elmex 1.1 return d;
2228     }
2229    
2230     /*
2231     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232     * between two directions (which are expected to be absolute (see absdir())
2233     */
2234    
2235 root 1.24 int
2236     dirdiff (int dir1, int dir2)
2237     {
2238 root 1.82 int d;
2239 root 1.24
2240     d = abs (dir1 - dir2);
2241     if (d > 4)
2242 elmex 1.1 d = 8 - d;
2243 root 1.82
2244 elmex 1.1 return d;
2245     }
2246    
2247     /* peterm:
2248     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2249     * Basically, this is a table of directions, and what directions
2250     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2251     * This basically means that if direction is 15, then it could either go
2252     * direction 4, 14, or 16 to get back to where we are.
2253     * Moved from spell_util.c to object.c with the other related direction
2254     * functions.
2255     */
2256 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2257 root 1.24 {0, 0, 0}, /* 0 */
2258     {0, 0, 0}, /* 1 */
2259     {0, 0, 0}, /* 2 */
2260     {0, 0, 0}, /* 3 */
2261     {0, 0, 0}, /* 4 */
2262     {0, 0, 0}, /* 5 */
2263     {0, 0, 0}, /* 6 */
2264     {0, 0, 0}, /* 7 */
2265     {0, 0, 0}, /* 8 */
2266     {8, 1, 2}, /* 9 */
2267     {1, 2, -1}, /* 10 */
2268     {2, 10, 12}, /* 11 */
2269     {2, 3, -1}, /* 12 */
2270     {2, 3, 4}, /* 13 */
2271     {3, 4, -1}, /* 14 */
2272     {4, 14, 16}, /* 15 */
2273     {5, 4, -1}, /* 16 */
2274     {4, 5, 6}, /* 17 */
2275     {6, 5, -1}, /* 18 */
2276     {6, 20, 18}, /* 19 */
2277     {7, 6, -1}, /* 20 */
2278     {6, 7, 8}, /* 21 */
2279     {7, 8, -1}, /* 22 */
2280     {8, 22, 24}, /* 23 */
2281     {8, 1, -1}, /* 24 */
2282     {24, 9, 10}, /* 25 */
2283     {9, 10, -1}, /* 26 */
2284     {10, 11, -1}, /* 27 */
2285     {27, 11, 29}, /* 28 */
2286     {11, 12, -1}, /* 29 */
2287     {12, 13, -1}, /* 30 */
2288     {12, 13, 14}, /* 31 */
2289     {13, 14, -1}, /* 32 */
2290     {14, 15, -1}, /* 33 */
2291     {33, 15, 35}, /* 34 */
2292     {16, 15, -1}, /* 35 */
2293     {17, 16, -1}, /* 36 */
2294     {18, 17, 16}, /* 37 */
2295     {18, 17, -1}, /* 38 */
2296     {18, 19, -1}, /* 39 */
2297     {41, 19, 39}, /* 40 */
2298     {19, 20, -1}, /* 41 */
2299     {20, 21, -1}, /* 42 */
2300     {20, 21, 22}, /* 43 */
2301     {21, 22, -1}, /* 44 */
2302     {23, 22, -1}, /* 45 */
2303     {45, 47, 23}, /* 46 */
2304     {23, 24, -1}, /* 47 */
2305     {24, 9, -1}
2306     }; /* 48 */
2307 elmex 1.1
2308     /* Recursive routine to step back and see if we can
2309     * find a path to that monster that we found. If not,
2310     * we don't bother going toward it. Returns 1 if we
2311     * can see a direct way to get it
2312     * Modified to be map tile aware -.MSW
2313     */
2314 root 1.24 int
2315 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2316 root 1.24 {
2317 root 1.29 sint16 dx, dy;
2318 root 1.75 int mflags;
2319 root 1.24
2320     if (dir < 0)
2321     return 0; /* exit condition: invalid direction */
2322    
2323     dx = x + freearr_x[dir];
2324     dy = y + freearr_y[dir];
2325    
2326     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2327    
2328     /* This functional arguably was incorrect before - it was
2329     * checking for P_WALL - that was basically seeing if
2330     * we could move to the monster - this is being more
2331     * literal on if we can see it. To know if we can actually
2332     * move to the monster, we'd need the monster passed in or
2333     * at least its move type.
2334     */
2335     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336     return 0;
2337    
2338     /* yes, can see. */
2339     if (dir < 9)
2340     return 1;
2341 root 1.75
2342     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2343     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2345 root 1.24 }
2346    
2347 elmex 1.1 /*
2348     * can_pick(picker, item): finds out if an object is possible to be
2349     * picked up by the picker. Returnes 1 if it can be
2350     * picked up, otherwise 0.
2351     *
2352     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353     * core dumps if they do.
2354     *
2355     * Add a check so we can't pick up invisible objects (0.93.8)
2356     */
2357    
2358 root 1.24 int
2359     can_pick (const object *who, const object *item)
2360     {
2361     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2363     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2364 elmex 1.1 }
2365    
2366     /*
2367     * create clone from object to another
2368     */
2369 root 1.24 object *
2370     object_create_clone (object *asrc)
2371     {
2372 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2373 elmex 1.1
2374 root 1.24 if (!asrc)
2375 root 1.62 return 0;
2376    
2377 root 1.24 src = asrc;
2378     if (src->head)
2379     src = src->head;
2380    
2381 root 1.62 prev = 0;
2382 root 1.24 for (part = src; part; part = part->more)
2383     {
2384 root 1.65 tmp = part->clone ();
2385 root 1.24 tmp->x -= src->x;
2386     tmp->y -= src->y;
2387 root 1.62
2388 root 1.24 if (!part->head)
2389     {
2390     dst = tmp;
2391 root 1.62 tmp->head = 0;
2392 root 1.24 }
2393     else
2394 root 1.75 tmp->head = dst;
2395 root 1.62
2396     tmp->more = 0;
2397    
2398 root 1.24 if (prev)
2399     prev->more = tmp;
2400 root 1.62
2401 root 1.24 prev = tmp;
2402 elmex 1.1 }
2403 root 1.24
2404     for (item = src->inv; item; item = item->below)
2405 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2406 elmex 1.1
2407 root 1.24 return dst;
2408 elmex 1.1 }
2409    
2410     /* GROS - Creates an object using a string representing its content. */
2411     /* Basically, we save the content of the string to a temp file, then call */
2412     /* load_object on it. I admit it is a highly inefficient way to make things, */
2413     /* but it was simple to make and allows reusing the load_object function. */
2414     /* Remember not to use load_object_str in a time-critical situation. */
2415     /* Also remember that multiparts objects are not supported for now. */
2416 root 1.24 object *
2417     load_object_str (const char *obstr)
2418 elmex 1.1 {
2419 root 1.48 object *op;
2420     char filename[MAX_BUF];
2421 root 1.9
2422 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423    
2424 root 1.48 FILE *tempfile = fopen (filename, "w");
2425 root 1.24
2426     if (tempfile == NULL)
2427 elmex 1.1 {
2428 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2429     return NULL;
2430 root 1.41 }
2431    
2432 root 1.24 fprintf (tempfile, obstr);
2433     fclose (tempfile);
2434 elmex 1.1
2435 root 1.64 op = object::create ();
2436 elmex 1.1
2437 root 1.29 object_thawer thawer (filename);
2438 root 1.13
2439 root 1.24 if (thawer)
2440     load_object (thawer, op, 0);
2441 root 1.13
2442 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443     CLEAR_FLAG (op, FLAG_REMOVED);
2444 root 1.9
2445 root 1.24 return op;
2446 elmex 1.1 }
2447    
2448     /* This returns the first object in who's inventory that
2449     * has the same type and subtype match.
2450     * returns NULL if no match.
2451     */
2452 root 1.24 object *
2453     find_obj_by_type_subtype (const object *who, int type, int subtype)
2454 elmex 1.1 {
2455 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2456 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2457     return tmp;
2458 elmex 1.1
2459 root 1.82 return 0;
2460 elmex 1.1 }
2461    
2462     /* If ob has a field named key, return the link from the list,
2463     * otherwise return NULL.
2464     *
2465     * key must be a passed in shared string - otherwise, this won't
2466     * do the desired thing.
2467     */
2468 root 1.24 key_value *
2469     get_ob_key_link (const object *ob, const char *key)
2470     {
2471 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2472 root 1.48 if (link->key == key)
2473     return link;
2474 root 1.24
2475 root 1.82 return 0;
2476 root 1.24 }
2477 elmex 1.1
2478     /*
2479     * Returns the value of op has an extra_field for key, or NULL.
2480     *
2481     * The argument doesn't need to be a shared string.
2482     *
2483     * The returned string is shared.
2484     */
2485 root 1.24 const char *
2486     get_ob_key_value (const object *op, const char *const key)
2487     {
2488 root 1.35 key_value *link;
2489     shstr_cmp canonical_key (key);
2490 root 1.24
2491 root 1.35 if (!canonical_key)
2492 root 1.24 {
2493     /* 1. There being a field named key on any object
2494     * implies there'd be a shared string to find.
2495     * 2. Since there isn't, no object has this field.
2496     * 3. Therefore, *this* object doesn't have this field.
2497     */
2498 root 1.35 return 0;
2499 elmex 1.1 }
2500    
2501 root 1.24 /* This is copied from get_ob_key_link() above -
2502     * only 4 lines, and saves the function call overhead.
2503     */
2504 root 1.35 for (link = op->key_values; link; link = link->next)
2505     if (link->key == canonical_key)
2506     return link->value;
2507    
2508     return 0;
2509 elmex 1.1 }
2510    
2511    
2512     /*
2513     * Updates the canonical_key in op to value.
2514     *
2515     * canonical_key is a shared string (value doesn't have to be).
2516     *
2517     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2518     * keys.
2519     *
2520     * Returns TRUE on success.
2521     */
2522 root 1.24 int
2523     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524     {
2525 root 1.82 key_value *field = NULL, *last = NULL;
2526 root 1.24
2527     for (field = op->key_values; field != NULL; field = field->next)
2528     {
2529     if (field->key != canonical_key)
2530     {
2531     last = field;
2532     continue;
2533     }
2534    
2535     if (value)
2536     field->value = value;
2537     else
2538     {
2539     /* Basically, if the archetype has this key set,
2540     * we need to store the null value so when we save
2541     * it, we save the empty value so that when we load,
2542     * we get this value back again.
2543     */
2544     if (get_ob_key_link (&op->arch->clone, canonical_key))
2545     field->value = 0;
2546     else
2547     {
2548     if (last)
2549     last->next = field->next;
2550     else
2551     op->key_values = field->next;
2552    
2553 root 1.29 delete field;
2554 root 1.24 }
2555     }
2556     return TRUE;
2557     }
2558     /* IF we get here, key doesn't exist */
2559    
2560     /* No field, we'll have to add it. */
2561    
2562     if (!add_key)
2563 root 1.82 return FALSE;
2564    
2565 root 1.24 /* There isn't any good reason to store a null
2566     * value in the key/value list. If the archetype has
2567     * this key, then we should also have it, so shouldn't
2568     * be here. If user wants to store empty strings,
2569     * should pass in ""
2570     */
2571     if (value == NULL)
2572 elmex 1.1 return TRUE;
2573 root 1.24
2574     field = new key_value;
2575    
2576     field->key = canonical_key;
2577     field->value = value;
2578     /* Usual prepend-addition. */
2579     field->next = op->key_values;
2580     op->key_values = field;
2581    
2582     return TRUE;
2583 elmex 1.1 }
2584    
2585     /*
2586     * Updates the key in op to value.
2587     *
2588     * If add_key is FALSE, this will only update existing keys,
2589     * and not add new ones.
2590     * In general, should be little reason FALSE is ever passed in for add_key
2591     *
2592     * Returns TRUE on success.
2593     */
2594 root 1.24 int
2595     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2596 root 1.11 {
2597 root 1.29 shstr key_ (key);
2598 root 1.24
2599 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2600 elmex 1.1 }
2601 root 1.31
2602 root 1.34 object::depth_iterator::depth_iterator (object *container)
2603     : iterator_base (container)
2604     {
2605     while (item->inv)
2606     item = item->inv;
2607     }
2608    
2609 root 1.31 void
2610 root 1.34 object::depth_iterator::next ()
2611 root 1.31 {
2612 root 1.34 if (item->below)
2613     {
2614     item = item->below;
2615    
2616     while (item->inv)
2617     item = item->inv;
2618     }
2619 root 1.31 else
2620 root 1.34 item = item->env;
2621 root 1.31 }
2622 root 1.34
2623 elmex 1.97
2624     const char *
2625     object::flag_desc (char *desc, int len) const
2626     {
2627     char *p = desc;
2628     bool first = true;
2629    
2630 root 1.101 *p = 0;
2631    
2632 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2633     {
2634     if (len <= 10) // magic constant!
2635     {
2636     snprintf (p, len, ",...");
2637     break;
2638     }
2639    
2640 root 1.101 if (flag [i])
2641 elmex 1.97 {
2642     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643     len -= cnt;
2644     p += cnt;
2645     first = false;
2646     }
2647     }
2648    
2649     return desc;
2650     }
2651    
2652 root 1.101 // return a suitable string describing an object in enough detail to find it
2653 root 1.36 const char *
2654     object::debug_desc (char *info) const
2655     {
2656 elmex 1.97 char flagdesc[512];
2657     char info2[256 * 4];
2658 root 1.36 char *p = info;
2659    
2660 elmex 1.97 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661     count, uuid.seq,
2662 root 1.36 &name,
2663 elmex 1.97 title ? "\",title:" : "",
2664     title ? (const char *)title : "",
2665     flag_desc (flagdesc, 512), type);
2666 root 1.36
2667     if (env)
2668     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669    
2670     if (map)
2671 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 root 1.36
2673     return info;
2674     }
2675    
2676     const char *
2677     object::debug_desc () const
2678     {
2679 root 1.102 static char info[256 * 4];
2680 root 1.36 return debug_desc (info);
2681     }
2682