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Revision: 1.109
Committed: Sun Jan 7 21:54:59 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.108: +2 -0 lines
Log Message:
implement quit

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 1.108 objectvec objects;
43     activevec actives;
44 elmex 1.1
45 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,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47     };
48     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,
49     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50     };
51     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,
52     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
53     };
54     int freedir[SIZEOFFREE] = {
55     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,
56     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57     };
58 elmex 1.1
59 root 1.39 static void
60     write_uuid (void)
61     {
62     char filename1[MAX_BUF], filename2[MAX_BUF];
63    
64     sprintf (filename1, "%s/uuid", settings.localdir);
65     sprintf (filename2, "%s/uuid~", settings.localdir);
66    
67     FILE *fp;
68    
69     if (!(fp = fopen (filename2, "w")))
70     {
71     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72     return;
73     }
74    
75     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76     fclose (fp);
77     rename (filename2, filename1);
78     }
79    
80     static void
81     read_uuid (void)
82     {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87     FILE *fp;
88    
89     if (!(fp = fopen (filename, "r")))
90     {
91     if (errno == ENOENT)
92     {
93     LOG (llevInfo, "RESET uid to 1\n");
94     uuid.seq = 0;
95     write_uuid ();
96     return;
97     }
98    
99     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100     _exit (1);
101     }
102    
103     int version;
104     unsigned long long uid;
105     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106     {
107     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108     _exit (1);
109     }
110    
111     uuid.seq = uid;
112     write_uuid ();
113 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118     gen_uuid ()
119     {
120     UUID uid;
121    
122     uid.seq = ++uuid.seq;
123    
124     if (!(uuid.seq & (UUID_SKIP - 1)))
125     write_uuid ();
126    
127     return uid;
128     }
129    
130     void
131     init_uuid ()
132     {
133     read_uuid ();
134     }
135    
136 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 root 1.24 static int
138     compare_ob_value_lists_one (const object *wants, const object *has)
139     {
140     key_value *wants_field;
141    
142     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143     * objects with lists are rare, and lists stay short. If not, use a
144     * different structure or at least keep the lists sorted...
145     */
146    
147     /* For each field in wants, */
148 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 root 1.24 {
150     key_value *has_field;
151    
152     /* Look for a field in has with the same key. */
153     has_field = get_ob_key_link (has, wants_field->key);
154    
155     if (has_field == NULL)
156     {
157     /* No field with that name. */
158     return FALSE;
159     }
160    
161     /* Found the matching field. */
162     if (has_field->value != wants_field->value)
163     {
164     /* Values don't match, so this half of the comparison is false. */
165     return FALSE;
166     }
167    
168     /* If we get here, we found a match. Now for the next field in wants. */
169 elmex 1.1 }
170 root 1.24
171     /* If we get here, every field in wants has a matching field in has. */
172     return TRUE;
173 elmex 1.1 }
174    
175     /* Returns TRUE if ob1 has the same key_values as ob2. */
176 root 1.24 static int
177     compare_ob_value_lists (const object *ob1, const object *ob2)
178     {
179     /* However, there may be fields in has which aren't partnered in wants,
180     * so we need to run the comparison *twice*. :(
181     */
182     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 elmex 1.1 }
184    
185     /* Function examines the 2 objects given to it, and returns true if
186     * they can be merged together.
187     *
188     * Note that this function appears a lot longer than the macro it
189     * replaces - this is mostly for clarity - a decent compiler should hopefully
190     * reduce this to the same efficiency.
191     *
192 root 1.66 * Check nrof variable *before* calling can_merge()
193 elmex 1.1 *
194     * Improvements made with merge: Better checking on potion, and also
195     * check weight
196     */
197 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
198 root 1.16 {
199     /* A couple quicksanity checks */
200 root 1.66 if (ob1 == ob2
201     || ob1->type != ob2->type
202     || ob1->speed != ob2->speed
203     || ob1->value != ob2->value
204     || ob1->name != ob2->name)
205 root 1.16 return 0;
206    
207 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
208 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209     * value could not be stored in a sint32 (which unfortunately sometimes is
210     * used to store nrof).
211     */
212     if (ob1->nrof + ob2->nrof >= 1UL << 31)
213     return 0;
214    
215     /* If the objects have been identified, set the BEEN_APPLIED flag.
216     * This is to the comparison of the flags below will be OK. We
217     * just can't ignore the been applied or identified flags, as they
218     * are not equal - just if it has been identified, the been_applied
219     * flags lose any meaning.
220     */
221     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223    
224     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 elmex 1.1
227 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 root 1.68 || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     //TODO: generate an event or call into perl for additional checks
305     if (ob1->self || ob2->self)
306     {
307     ob1->optimise ();
308     ob2->optimise ();
309    
310     if (ob1->self || ob2->self)
311 root 1.24 return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330     {
331     if (inv->inv)
332     sum_weight (inv);
333     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334     }
335 root 1.37
336 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
337 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
338 root 1.37
339 root 1.24 if (op->carrying != sum)
340 elmex 1.1 op->carrying = sum;
341 root 1.37
342 elmex 1.1 return sum;
343     }
344    
345     /**
346     * Return the outermost environment object for a given object.
347     */
348    
349 root 1.24 object *
350     object_get_env_recursive (object *op)
351     {
352     while (op->env != NULL)
353     op = op->env;
354     return op;
355 elmex 1.1 }
356    
357     /*
358     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 root 1.11 * Some error messages.
360 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
361     */
362    
363 root 1.53 char *
364 root 1.24 dump_object (object *op)
365     {
366 root 1.53 if (!op)
367     return strdup ("[NULLOBJ]");
368 elmex 1.1
369 root 1.53 object_freezer freezer;
370 root 1.85 save_object (freezer, op, 1);
371 root 1.53 return freezer.as_string ();
372 elmex 1.1 }
373    
374     /*
375     * get_nearest_part(multi-object, object 2) returns the part of the
376     * multi-object 1 which is closest to the second object.
377     * If it's not a multi-object, it is returned.
378     */
379    
380 root 1.24 object *
381     get_nearest_part (object *op, const object *pl)
382     {
383     object *tmp, *closest;
384     int last_dist, i;
385    
386     if (op->more == NULL)
387 elmex 1.1 return op;
388 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389     if ((i = distance (tmp, pl)) < last_dist)
390     closest = tmp, last_dist = i;
391 elmex 1.1 return closest;
392     }
393    
394     /*
395     * Returns the object which has the count-variable equal to the argument.
396     */
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.108 return ((unsigned int)i) < objects.size ()
401     ? objects [i]
402     : 0;
403 elmex 1.1 }
404    
405     /*
406     * Returns the first object which has a name equal to the argument.
407     * Used only by the patch command, but not all that useful.
408     * Enables features like "patch <name-of-other-player> food 999"
409     */
410 root 1.24 object *
411     find_object_name (const char *str)
412     {
413 root 1.35 shstr_cmp str_ (str);
414 elmex 1.1 object *op;
415 root 1.24
416 root 1.108 for_all_objects (op)
417 root 1.35 if (op->name == str_)
418 elmex 1.1 break;
419 root 1.11
420 elmex 1.1 return op;
421     }
422    
423 root 1.24 void
424     free_all_object_data ()
425 root 1.14 {
426     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427 elmex 1.1 }
428    
429     /*
430     * Sets the owner and sets the skill and exp pointers to owner's current
431     * skill and experience objects.
432     */
433 root 1.24 void
434 root 1.30 object::set_owner (object *owner)
435 elmex 1.1 {
436 root 1.30 if (!owner)
437 root 1.24 return;
438    
439     /* next line added to allow objects which own objects */
440     /* Add a check for ownercounts in here, as I got into an endless loop
441     * with the fireball owning a poison cloud which then owned the
442     * fireball. I believe that was caused by one of the objects getting
443     * freed and then another object replacing it. Since the ownercounts
444     * didn't match, this check is valid and I believe that cause is valid.
445     */
446 root 1.30 while (owner->owner)
447 root 1.24 owner = owner->owner;
448 elmex 1.1
449 root 1.30 this->owner = owner;
450 elmex 1.1 }
451    
452     /* Zero the key_values on op, decrementing the shared-string
453     * refcounts and freeing the links.
454     */
455 root 1.24 static void
456     free_key_values (object *op)
457 root 1.11 {
458 root 1.24 for (key_value *i = op->key_values; i != 0;)
459 root 1.11 {
460     key_value *next = i->next;
461     delete i;
462 root 1.24
463 root 1.11 i = next;
464 elmex 1.1 }
465 root 1.24
466 root 1.11 op->key_values = 0;
467 elmex 1.1 }
468    
469     /*
470 root 1.64 * copy_to first frees everything allocated by the dst object,
471     * and then copies the contents of itself into the second
472 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
473     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474     * if the first object is freed, the pointers in the new object
475     * will point at garbage.
476     */
477 root 1.24 void
478 root 1.64 object::copy_to (object *dst)
479 root 1.11 {
480 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482    
483     *(object_copy *)dst = *this;
484 root 1.11
485 root 1.24 if (is_freed)
486 root 1.64 SET_FLAG (dst, FLAG_FREED);
487 root 1.59
488 root 1.24 if (is_removed)
489 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
490 elmex 1.1
491 root 1.64 if (speed < 0)
492     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 elmex 1.1
494 root 1.11 /* Copy over key_values, if any. */
495 root 1.64 if (key_values)
496 root 1.14 {
497 root 1.23 key_value *tail = 0;
498 root 1.11 key_value *i;
499 elmex 1.1
500 root 1.64 dst->key_values = 0;
501 elmex 1.1
502 root 1.64 for (i = key_values; i; i = i->next)
503 root 1.11 {
504     key_value *new_link = new key_value;
505 root 1.8
506 root 1.24 new_link->next = 0;
507     new_link->key = i->key;
508 root 1.11 new_link->value = i->value;
509    
510     /* Try and be clever here, too. */
511 root 1.64 if (!dst->key_values)
512 root 1.11 {
513 root 1.64 dst->key_values = new_link;
514 root 1.11 tail = new_link;
515 root 1.8 }
516 root 1.11 else
517     {
518     tail->next = new_link;
519     tail = new_link;
520     }
521 root 1.14 }
522     }
523 root 1.2
524 root 1.87 dst->set_speed (dst->speed);
525 elmex 1.1 }
526    
527 root 1.65 object *
528     object::clone ()
529     {
530     object *neu = create ();
531     copy_to (neu);
532     return neu;
533     }
534    
535 elmex 1.1 /*
536     * If an object with the IS_TURNABLE() flag needs to be turned due
537     * to the closest player being on the other side, this function can
538     * be called to update the face variable, _and_ how it looks on the map.
539     */
540 root 1.24 void
541     update_turn_face (object *op)
542     {
543 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
544 root 1.24 return;
545 root 1.96
546 root 1.24 SET_ANIMATION (op, op->direction);
547     update_object (op, UP_OBJ_FACE);
548 elmex 1.1 }
549    
550     /*
551     * Updates the speed of an object. If the speed changes from 0 to another
552     * value, or vice versa, then add/remove the object from the active list.
553     * This function needs to be called whenever the speed of an object changes.
554     */
555 root 1.24 void
556 root 1.87 object::set_speed (float speed)
557 root 1.24 {
558 root 1.87 if (flag [FLAG_FREED] && speed)
559 root 1.24 {
560 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
561     speed = 0;
562 elmex 1.1 }
563 root 1.31
564 root 1.87 this->speed = speed;
565    
566 elmex 1.97 if (has_active_speed ())
567 root 1.98 activate ();
568 root 1.24 else
569 root 1.98 deactivate ();
570 elmex 1.1 }
571    
572     /*
573 root 1.75 * update_object() updates the the map.
574 elmex 1.1 * It takes into account invisible objects (and represent squares covered
575     * by invisible objects by whatever is below them (unless it's another
576     * invisible object, etc...)
577     * If the object being updated is beneath a player, the look-window
578     * of that player is updated (this might be a suboptimal way of
579     * updating that window, though, since update_object() is called _often_)
580     *
581     * action is a hint of what the caller believes need to be done.
582     * current action are:
583     * UP_OBJ_INSERT: op was inserted
584     * UP_OBJ_REMOVE: op was removed
585     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
586     * as that is easier than trying to look at what may have changed.
587     * UP_OBJ_FACE: only the objects face has changed.
588     */
589 root 1.24 void
590     update_object (object *op, int action)
591     {
592     MoveType move_on, move_off, move_block, move_slow;
593    
594     if (op == NULL)
595     {
596     /* this should never happen */
597     LOG (llevDebug, "update_object() called for NULL object.\n");
598     return;
599 elmex 1.1 }
600 root 1.24
601 root 1.75 if (op->env)
602 root 1.24 {
603     /* Animation is currently handled by client, so nothing
604     * to do in this case.
605     */
606     return;
607 elmex 1.1 }
608    
609 root 1.24 /* If the map is saving, don't do anything as everything is
610     * going to get freed anyways.
611     */
612     if (!op->map || op->map->in_memory == MAP_SAVING)
613     return;
614    
615     /* make sure the object is within map boundaries */
616 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
617 root 1.24 {
618     LOG (llevError, "update_object() called for object out of map!\n");
619 elmex 1.1 #ifdef MANY_CORES
620 root 1.24 abort ();
621 elmex 1.1 #endif
622 root 1.24 return;
623 elmex 1.1 }
624    
625 root 1.76 mapspace &m = op->ms ();
626 elmex 1.1
627 root 1.99 if (!(m.flags_ & P_UPTODATE))
628 root 1.75 /* nop */;
629     else if (action == UP_OBJ_INSERT)
630     {
631     // this is likely overkill, TODO: revisit (schmorp)
632     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
633     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
634     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
635     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
637     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
638     || (m.move_on | op->move_on ) != m.move_on
639     || (m.move_off | op->move_off ) != m.move_off
640     || (m.move_slow | op->move_slow) != m.move_slow
641     /* This isn't perfect, but I don't expect a lot of objects to
642     * to have move_allow right now.
643     */
644     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
645     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
646 root 1.99 m.flags_ = 0;
647 root 1.75 }
648     /* if the object is being removed, we can't make intelligent
649     * decisions, because remove_ob can't really pass the object
650     * that is being removed.
651     */
652 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
653 root 1.99 m.flags_ = 0;
654 root 1.24 else if (action == UP_OBJ_FACE)
655 root 1.29 /* Nothing to do for that case */ ;
656 root 1.24 else
657 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
658 elmex 1.1
659 root 1.75 if (op->more)
660 root 1.24 update_object (op->more, action);
661 elmex 1.1 }
662    
663 root 1.45 object *object::first;
664 root 1.21
665     object::object ()
666     {
667 root 1.22 SET_FLAG (this, FLAG_REMOVED);
668    
669     expmul = 1.0;
670     face = blank_face;
671     }
672    
673     object::~object ()
674     {
675     free_key_values (this);
676     }
677    
678 root 1.24 void object::link ()
679 root 1.22 {
680 root 1.41 uuid = gen_uuid ();
681 root 1.21
682 root 1.109 refcnt_inc ();
683 root 1.108 objects.insert (this);
684 root 1.21 }
685    
686 root 1.24 void object::unlink ()
687 root 1.21 {
688 root 1.108 objects.erase (this);
689 root 1.109 refcnt_dec ();
690 root 1.98 }
691    
692 root 1.96 void
693 root 1.98 object::activate ()
694 root 1.96 {
695 root 1.98 /* If already on active list, don't do anything */
696 root 1.108 if (active)
697 root 1.98 return;
698    
699 elmex 1.97 if (has_active_speed ())
700 root 1.108 actives.insert (this);
701 root 1.98 }
702 root 1.96
703 root 1.98 void
704     object::activate_recursive ()
705     {
706     activate ();
707    
708 root 1.104 for (object *op = inv; op; op = op->below)
709 root 1.98 op->activate_recursive ();
710 root 1.96 }
711    
712     /* This function removes object 'op' from the list of active
713     * objects.
714     * This should only be used for style maps or other such
715     * reference maps where you don't want an object that isn't
716     * in play chewing up cpu time getting processed.
717     * The reverse of this is to call update_ob_speed, which
718     * will do the right thing based on the speed of the object.
719     */
720     void
721 root 1.98 object::deactivate ()
722 root 1.96 {
723     /* If not on the active list, nothing needs to be done */
724 root 1.108 if (!active)
725 root 1.96 return;
726    
727 root 1.108 actives.erase (this);
728 root 1.98 }
729 root 1.96
730 root 1.98 void
731     object::deactivate_recursive ()
732     {
733 root 1.104 for (object *op = inv; op; op = op->below)
734 root 1.98 op->deactivate_recursive ();
735    
736     deactivate ();
737 root 1.96 }
738    
739 root 1.106 void
740     object::set_flag_inv (int flag, int value)
741     {
742     for (object *op = inv; op; op = op->below)
743     {
744     op->flag [flag] = value;
745     op->set_flag_inv (flag, value);
746     }
747     }
748    
749 root 1.89 /*
750     * Remove and free all objects in the inventory of the given object.
751     * object.c ?
752     */
753     void
754     object::destroy_inv (bool drop_to_ground)
755     {
756 root 1.94 // need to check first, because the checks below might segfault
757     // as we might be on an invalid mapspace and crossfire code
758     // is too buggy to ensure that the inventory is empty.
759     // corollary: if you create arrows etc. with stuff in tis inventory,
760     // cf will crash below with off-map x and y
761     if (!inv)
762     return;
763    
764 root 1.89 /* Only if the space blocks everything do we not process -
765     * if some form of movement is allowed, let objects
766     * drop on that space.
767     */
768 root 1.92 if (!drop_to_ground
769     || !map
770     || map->in_memory != MAP_IN_MEMORY
771 root 1.95 || ms ().move_block == MOVE_ALL)
772 root 1.89 {
773     while (inv)
774 root 1.92 {
775     inv->destroy_inv (drop_to_ground);
776     inv->destroy ();
777     }
778 root 1.89 }
779     else
780     { /* Put objects in inventory onto this space */
781     while (inv)
782     {
783     object *op = inv;
784    
785     if (op->flag [FLAG_STARTEQUIP]
786     || op->flag [FLAG_NO_DROP]
787     || op->type == RUNE
788     || op->type == TRAP
789     || op->flag [FLAG_IS_A_TEMPLATE])
790     op->destroy ();
791     else
792 root 1.93 map->insert (op, x, y);
793 root 1.89 }
794     }
795     }
796    
797 root 1.21 object *object::create ()
798     {
799 root 1.42 object *op = new object;
800 root 1.22 op->link ();
801     return op;
802 root 1.21 }
803 elmex 1.1
804 root 1.82 void
805     object::do_destroy ()
806 root 1.14 {
807 root 1.82 if (flag [FLAG_IS_LINKED])
808     remove_button_link (this);
809 root 1.29
810 root 1.82 if (flag [FLAG_FRIENDLY])
811 root 1.32 remove_friendly_object (this);
812    
813 root 1.82 if (!flag [FLAG_REMOVED])
814 root 1.63 remove ();
815 root 1.14
816 root 1.82 if (flag [FLAG_FREED])
817     return;
818 root 1.14
819 root 1.92 set_speed (0);
820    
821 root 1.82 flag [FLAG_FREED] = 1;
822 root 1.14
823 root 1.90 attachable::do_destroy ();
824    
825 root 1.89 destroy_inv (true);
826 root 1.88 unlink ();
827    
828 root 1.57 // hack to ensure that freed objects still have a valid map
829     {
830     static maptile *freed_map; // freed objects are moved here to avoid crashes
831    
832     if (!freed_map)
833     {
834     freed_map = new maptile;
835    
836     freed_map->name = "/internal/freed_objects_map";
837     freed_map->width = 3;
838     freed_map->height = 3;
839    
840 root 1.96 freed_map->alloc ();
841 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
842 root 1.57 }
843    
844     map = freed_map;
845     x = 1;
846     y = 1;
847     }
848    
849 root 1.82 head = 0;
850 root 1.88
851     if (more)
852     {
853     more->destroy ();
854     more = 0;
855     }
856 root 1.82
857 root 1.44 // clear those pointers that likely might have circular references to us
858     owner = 0;
859     enemy = 0;
860     attacked_by = 0;
861 root 1.82 }
862    
863     void
864     object::destroy (bool destroy_inventory)
865     {
866     if (destroyed ())
867     return;
868    
869     if (destroy_inventory)
870 root 1.89 destroy_inv (false);
871 root 1.22
872 root 1.82 attachable::destroy ();
873 elmex 1.1 }
874    
875     /*
876     * sub_weight() recursively (outwards) subtracts a number from the
877     * weight of an object (and what is carried by it's environment(s)).
878     */
879 root 1.24 void
880     sub_weight (object *op, signed long weight)
881     {
882     while (op != NULL)
883     {
884     if (op->type == CONTAINER)
885 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
886    
887 root 1.24 op->carrying -= weight;
888     op = op->env;
889 elmex 1.1 }
890     }
891    
892 root 1.63 /* op->remove ():
893 elmex 1.1 * This function removes the object op from the linked list of objects
894     * which it is currently tied to. When this function is done, the
895     * object will have no environment. If the object previously had an
896     * environment, the x and y coordinates will be updated to
897     * the previous environment.
898     * Beware: This function is called from the editor as well!
899     */
900 root 1.24 void
901 root 1.59 object::remove ()
902 root 1.24 {
903 root 1.45 object *tmp, *last = 0;
904     object *otmp;
905 root 1.26
906 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
907 root 1.29 return;
908 root 1.24
909 root 1.59 SET_FLAG (this, FLAG_REMOVED);
910 root 1.82 INVOKE_OBJECT (REMOVE, this);
911 root 1.26
912 root 1.59 if (more)
913     more->remove ();
914 root 1.24
915     /*
916     * In this case, the object to be removed is in someones
917     * inventory.
918     */
919 root 1.59 if (env)
920 root 1.24 {
921 root 1.59 if (nrof)
922     sub_weight (env, weight * nrof);
923 root 1.24 else
924 root 1.59 sub_weight (env, weight + carrying);
925 root 1.24
926     /* NO_FIX_PLAYER is set when a great many changes are being
927     * made to players inventory. If set, avoiding the call
928     * to save cpu time.
929     */
930 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
931 root 1.78 otmp->update_stats ();
932 root 1.24
933 root 1.96 if (above)
934 root 1.59 above->below = below;
935 root 1.24 else
936 root 1.59 env->inv = below;
937 root 1.24
938 root 1.96 if (below)
939 root 1.59 below->above = above;
940 root 1.24
941     /* we set up values so that it could be inserted into
942     * the map, but we don't actually do that - it is up
943     * to the caller to decide what we want to do.
944     */
945 root 1.59 x = env->x, y = env->y;
946     map = env->map;
947     above = 0, below = 0;
948     env = 0;
949     }
950     else if (map)
951     {
952 root 1.96 if (type == PLAYER)
953     {
954     --map->players;
955 root 1.100 map->touch ();
956 root 1.96 }
957    
958 root 1.98 map->dirty = true;
959 elmex 1.1
960 root 1.29 /* link the object above us */
961 root 1.59 if (above)
962     above->below = below;
963 root 1.29 else
964 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
965 root 1.24
966 root 1.29 /* Relink the object below us, if there is one */
967 root 1.59 if (below)
968     below->above = above;
969 root 1.29 else
970     {
971     /* Nothing below, which means we need to relink map object for this space
972     * use translated coordinates in case some oddness with map tiling is
973     * evident
974     */
975 root 1.59 if (GET_MAP_OB (map, x, y) != this)
976 root 1.29 {
977 root 1.59 char *dump = dump_object (this);
978 root 1.29 LOG (llevError,
979 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);
980     free (dump);
981 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
982 root 1.53 LOG (llevError, "%s\n", dump);
983     free (dump);
984 root 1.29 }
985 elmex 1.1
986 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
987 root 1.8 }
988 root 1.26
989 root 1.59 above = 0;
990     below = 0;
991 root 1.26
992 root 1.59 if (map->in_memory == MAP_SAVING)
993 root 1.29 return;
994 elmex 1.1
995 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
996 elmex 1.1
997 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
998 root 1.24 {
999 root 1.29 /* No point updating the players look faces if he is the object
1000     * being removed.
1001 root 1.24 */
1002 root 1.29
1003 root 1.59 if (tmp->type == PLAYER && tmp != this)
1004 root 1.24 {
1005 root 1.29 /* If a container that the player is currently using somehow gets
1006     * removed (most likely destroyed), update the player view
1007     * appropriately.
1008     */
1009 root 1.59 if (tmp->container == this)
1010 root 1.29 {
1011 root 1.82 flag [FLAG_APPLIED] = 0;
1012 root 1.59 tmp->container = 0;
1013 root 1.29 }
1014    
1015 root 1.82 if (tmp->contr->ns)
1016     tmp->contr->ns->floorbox_update ();
1017 root 1.8 }
1018 root 1.26
1019 root 1.96 /* See if object moving off should effect something */
1020 root 1.50 if (check_walk_off
1021 root 1.59 && ((move_type & tmp->move_off)
1022     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 root 1.29 {
1024 elmex 1.72 move_apply (tmp, this, 0);
1025 root 1.24
1026 root 1.59 if (destroyed ())
1027 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 root 1.8 }
1029    
1030 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 root 1.29 if (tmp->above == tmp)
1033 root 1.59 tmp->above = 0;
1034 root 1.8
1035 root 1.29 last = tmp;
1036     }
1037 root 1.26
1038 root 1.96 /* last == NULL if there are no objects on this space */
1039     //TODO: this makes little sense, why only update the topmost object?
1040 root 1.59 if (!last)
1041 root 1.99 map->at (x, y).flags_ = 0;
1042 root 1.29 else
1043     update_object (last, UP_OBJ_REMOVE);
1044 root 1.26
1045 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1046 root 1.59 update_all_los (map, x, y);
1047 elmex 1.1 }
1048     }
1049    
1050     /*
1051     * merge_ob(op,top):
1052     *
1053     * This function goes through all objects below and including top, and
1054     * merges op to the first matching object.
1055     * If top is NULL, it is calculated.
1056     * Returns pointer to object if it succeded in the merge, otherwise NULL
1057     */
1058 root 1.24 object *
1059     merge_ob (object *op, object *top)
1060     {
1061     if (!op->nrof)
1062 elmex 1.1 return 0;
1063 root 1.29
1064 root 1.82 if (top)
1065     for (top = op; top && top->above; top = top->above)
1066     ;
1067 root 1.29
1068 root 1.82 for (; top; top = top->below)
1069 elmex 1.1 {
1070 root 1.24 if (top == op)
1071     continue;
1072 root 1.66
1073     if (object::can_merge (op, top))
1074 root 1.24 {
1075     top->nrof += op->nrof;
1076    
1077 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1078 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1079 root 1.64 op->destroy ();
1080 root 1.24 return top;
1081     }
1082 elmex 1.1 }
1083 root 1.29
1084 root 1.45 return 0;
1085 elmex 1.1 }
1086    
1087     /*
1088     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1089     * job preparing multi-part monsters
1090     */
1091 root 1.24 object *
1092 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093 root 1.24 {
1094 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 root 1.24 {
1096     tmp->x = x + tmp->arch->clone.x;
1097     tmp->y = y + tmp->arch->clone.y;
1098 elmex 1.1 }
1099 root 1.29
1100 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1101 elmex 1.1 }
1102    
1103     /*
1104     * insert_ob_in_map (op, map, originator, flag):
1105     * This function inserts the object in the two-way linked list
1106     * which represents what is on a map.
1107     * The second argument specifies the map, and the x and y variables
1108     * in the object about to be inserted specifies the position.
1109     *
1110     * originator: Player, monster or other object that caused 'op' to be inserted
1111     * into 'map'. May be NULL.
1112     *
1113     * flag is a bitmask about special things to do (or not do) when this
1114     * function is called. see the object.h file for the INS_ values.
1115     * Passing 0 for flag gives proper default values, so flag really only needs
1116     * to be set if special handling is needed.
1117     *
1118     * Return value:
1119     * new object if 'op' was merged with other object
1120     * NULL if 'op' was destroyed
1121     * just 'op' otherwise
1122     */
1123 root 1.24 object *
1124 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125 elmex 1.1 {
1126 root 1.25 object *tmp, *top, *floor = NULL;
1127     sint16 x, y;
1128 elmex 1.1
1129 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1130     {
1131     LOG (llevError, "Trying to insert freed object!\n");
1132     return NULL;
1133     }
1134 root 1.25
1135 root 1.96 if (!m)
1136 root 1.24 {
1137 root 1.53 char *dump = dump_object (op);
1138     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139     free (dump);
1140 root 1.24 return op;
1141 elmex 1.1 }
1142 root 1.25
1143 root 1.24 if (out_of_map (m, op->x, op->y))
1144     {
1145 root 1.53 char *dump = dump_object (op);
1146     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147 elmex 1.1 #ifdef MANY_CORES
1148 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1149     * is likely to cause a crash. Better to find out where it is getting
1150     * improperly inserted.
1151     */
1152     abort ();
1153 elmex 1.1 #endif
1154 root 1.53 free (dump);
1155 root 1.24 return op;
1156 elmex 1.1 }
1157 root 1.25
1158 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159     {
1160 root 1.53 char *dump = dump_object (op);
1161     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162     free (dump);
1163 root 1.24 return op;
1164     }
1165 root 1.25
1166 root 1.82 if (op->more)
1167 root 1.24 {
1168     /* The part may be on a different map. */
1169    
1170 root 1.26 object *more = op->more;
1171 root 1.24
1172 pippijn 1.105 /* We really need the caller to normalise coordinates - if
1173 root 1.24 * we set the map, that doesn't work if the location is within
1174     * a map and this is straddling an edge. So only if coordinate
1175 pippijn 1.105 * is clear wrong do we normalise it.
1176 root 1.24 */
1177     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 root 1.24 else if (!more->map)
1180     {
1181     /* For backwards compatibility - when not dealing with tiled maps,
1182     * more->map should always point to the parent.
1183     */
1184     more->map = m;
1185     }
1186    
1187     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188     {
1189     if (!op->head)
1190     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191 root 1.26
1192 root 1.82 return 0;
1193 root 1.8 }
1194 root 1.24 }
1195 root 1.25
1196 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1197 root 1.8
1198 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1199     * of areas of callers (eg, anything that uses find_free_spot would now
1200     * need extra work
1201     */
1202     op->map = get_map_from_coord (m, &op->x, &op->y);
1203     x = op->x;
1204     y = op->y;
1205    
1206     /* this has to be done after we translate the coordinates.
1207     */
1208     if (op->nrof && !(flag & INS_NO_MERGE))
1209 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1210 root 1.66 if (object::can_merge (op, tmp))
1211 root 1.25 {
1212     op->nrof += tmp->nrof;
1213 root 1.64 tmp->destroy ();
1214 root 1.25 }
1215 root 1.24
1216     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1217     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218 root 1.25
1219 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1220     CLEAR_FLAG (op, FLAG_NO_STEAL);
1221    
1222     if (flag & INS_BELOW_ORIGINATOR)
1223     {
1224     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1225     {
1226     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1227     abort ();
1228     }
1229 root 1.25
1230 root 1.24 op->above = originator;
1231     op->below = originator->below;
1232 root 1.25
1233 root 1.24 if (op->below)
1234     op->below->above = op;
1235     else
1236 root 1.84 op->ms ().bot = op;
1237 root 1.25
1238 root 1.24 /* since *below* originator, no need to update top */
1239     originator->below = op;
1240 elmex 1.1 }
1241 root 1.24 else
1242     {
1243     /* If there are other objects, then */
1244     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1245     {
1246 root 1.96 object *last = 0;
1247 root 1.24
1248     /*
1249     * If there are multiple objects on this space, we do some trickier handling.
1250     * We've already dealt with merging if appropriate.
1251     * Generally, we want to put the new object on top. But if
1252     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1253     * floor, we want to insert above that and no further.
1254     * Also, if there are spell objects on this space, we stop processing
1255     * once we get to them. This reduces the need to traverse over all of
1256     * them when adding another one - this saves quite a bit of cpu time
1257     * when lots of spells are cast in one area. Currently, it is presumed
1258     * that flying non pickable objects are spell objects.
1259     */
1260 root 1.96 while (top)
1261 root 1.24 {
1262     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263     floor = top;
1264 root 1.26
1265 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))
1266     {
1267     /* We insert above top, so we want this object below this */
1268     top = top->below;
1269     break;
1270     }
1271 root 1.26
1272 root 1.24 last = top;
1273     top = top->above;
1274     }
1275 root 1.26
1276 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1277     top = last;
1278 root 1.8
1279 root 1.24 /* We let update_position deal with figuring out what the space
1280     * looks like instead of lots of conditions here.
1281     * makes things faster, and effectively the same result.
1282     */
1283    
1284     /* Have object 'fall below' other objects that block view.
1285     * Unless those objects are exits, type 66
1286     * If INS_ON_TOP is used, don't do this processing
1287     * Need to find the object that in fact blocks view, otherwise
1288     * stacking is a bit odd.
1289     */
1290     if (!(flag & INS_ON_TOP) &&
1291 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1292 root 1.24 {
1293     for (last = top; last != floor; last = last->below)
1294     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295     break;
1296     /* Check to see if we found the object that blocks view,
1297     * and make sure we have a below pointer for it so that
1298     * we can get inserted below this one, which requires we
1299     * set top to the object below us.
1300     */
1301     if (last && last->below && last != floor)
1302     top = last->below;
1303 root 1.8 }
1304 root 1.24 } /* If objects on this space */
1305 root 1.25
1306 root 1.24 if (flag & INS_MAP_LOAD)
1307     top = GET_MAP_TOP (op->map, op->x, op->y);
1308 root 1.25
1309 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1310     top = floor;
1311    
1312     /* Top is the object that our object (op) is going to get inserted above.
1313     */
1314    
1315     /* First object on this space */
1316     if (!top)
1317     {
1318     op->above = GET_MAP_OB (op->map, op->x, op->y);
1319 root 1.25
1320 root 1.24 if (op->above)
1321     op->above->below = op;
1322 root 1.25
1323 root 1.96 op->below = 0;
1324 root 1.84 op->ms ().bot = op;
1325 root 1.24 }
1326     else
1327     { /* get inserted into the stack above top */
1328     op->above = top->above;
1329 root 1.25
1330 root 1.24 if (op->above)
1331     op->above->below = op;
1332 root 1.25
1333 root 1.24 op->below = top;
1334     top->above = op;
1335     }
1336 root 1.25
1337 root 1.96 if (!op->above)
1338 root 1.76 op->ms ().top = op;
1339 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1340 root 1.8
1341 root 1.24 if (op->type == PLAYER)
1342 root 1.96 {
1343     op->contr->do_los = 1;
1344     ++op->map->players;
1345 root 1.100 op->map->touch ();
1346 root 1.96 }
1347 root 1.24
1348 root 1.98 op->map->dirty = true;
1349    
1350 root 1.24 /* If we have a floor, we know the player, if any, will be above
1351     * it, so save a few ticks and start from there.
1352     */
1353     if (!(flag & INS_MAP_LOAD))
1354 root 1.76 if (object *pl = op->ms ().player ())
1355 root 1.82 if (pl->contr->ns)
1356     pl->contr->ns->floorbox_update ();
1357 root 1.24
1358     /* If this object glows, it may affect lighting conditions that are
1359     * visible to others on this map. But update_all_los is really
1360     * an inefficient way to do this, as it means los for all players
1361     * on the map will get recalculated. The players could very well
1362     * be far away from this change and not affected in any way -
1363     * this should get redone to only look for players within range,
1364 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1365 root 1.24 * of effect may be sufficient.
1366     */
1367 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1368 root 1.24 update_all_los (op->map, op->x, op->y);
1369    
1370     /* updates flags (blocked, alive, no magic, etc) for this map space */
1371     update_object (op, UP_OBJ_INSERT);
1372    
1373 root 1.82 INVOKE_OBJECT (INSERT, op);
1374    
1375 root 1.24 /* Don't know if moving this to the end will break anything. However,
1376 root 1.70 * we want to have floorbox_update called before calling this.
1377 root 1.24 *
1378     * check_move_on() must be after this because code called from
1379     * check_move_on() depends on correct map flags (so functions like
1380     * blocked() and wall() work properly), and these flags are updated by
1381     * update_object().
1382     */
1383    
1384     /* if this is not the head or flag has been passed, don't check walk on status */
1385     if (!(flag & INS_NO_WALK_ON) && !op->head)
1386     {
1387     if (check_move_on (op, originator))
1388 root 1.82 return 0;
1389 elmex 1.1
1390 root 1.24 /* If we are a multi part object, lets work our way through the check
1391     * walk on's.
1392     */
1393     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1394     if (check_move_on (tmp, originator))
1395 root 1.82 return 0;
1396 elmex 1.1 }
1397 root 1.25
1398 root 1.24 return op;
1399 elmex 1.1 }
1400    
1401     /* this function inserts an object in the map, but if it
1402 root 1.75 * finds an object of its own type, it'll remove that one first.
1403     * op is the object to insert it under: supplies x and the map.
1404 elmex 1.1 */
1405 root 1.24 void
1406     replace_insert_ob_in_map (const char *arch_string, object *op)
1407     {
1408 root 1.75 object *tmp, *tmp1;
1409 elmex 1.1
1410 root 1.24 /* first search for itself and remove any old instances */
1411 elmex 1.1
1412 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1413 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1414     tmp->destroy ();
1415 elmex 1.1
1416 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1417 elmex 1.1
1418 root 1.24 tmp1->x = op->x;
1419     tmp1->y = op->y;
1420     insert_ob_in_map (tmp1, op->map, op, 0);
1421     }
1422 elmex 1.1
1423 root 1.93 object *
1424     object::insert_at (object *where, object *originator, int flags)
1425     {
1426     where->map->insert (this, where->x, where->y, originator, flags);
1427     }
1428    
1429 elmex 1.1 /*
1430     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431     * is returned contains nr objects, and the remaining parts contains
1432     * the rest (or is removed and freed if that number is 0).
1433     * On failure, NULL is returned, and the reason put into the
1434     * global static errmsg array.
1435     */
1436 root 1.24 object *
1437     get_split_ob (object *orig_ob, uint32 nr)
1438     {
1439 root 1.64 object *newob;
1440     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1441 root 1.24
1442     if (orig_ob->nrof < nr)
1443     {
1444     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1445     return NULL;
1446     }
1447 root 1.29
1448 root 1.24 newob = object_create_clone (orig_ob);
1449 root 1.29
1450 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1451 root 1.63 orig_ob->destroy (1);
1452 root 1.24 else if (!is_removed)
1453     {
1454     if (orig_ob->env != NULL)
1455     sub_weight (orig_ob->env, orig_ob->weight * nr);
1456     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457     {
1458     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1459     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1460     return NULL;
1461 root 1.8 }
1462 elmex 1.1 }
1463 root 1.29
1464 root 1.24 newob->nrof = nr;
1465 elmex 1.1
1466 root 1.24 return newob;
1467 elmex 1.1 }
1468    
1469     /*
1470     * decrease_ob_nr(object, number) decreases a specified number from
1471     * the amount of an object. If the amount reaches 0, the object
1472     * is subsequently removed and freed.
1473     *
1474     * Return value: 'op' if something is left, NULL if the amount reached 0
1475     */
1476    
1477 root 1.24 object *
1478     decrease_ob_nr (object *op, uint32 i)
1479 elmex 1.1 {
1480 root 1.29 object *tmp;
1481 elmex 1.1
1482 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1483     return op;
1484    
1485     if (i > op->nrof)
1486     i = op->nrof;
1487    
1488     if (QUERY_FLAG (op, FLAG_REMOVED))
1489 root 1.29 op->nrof -= i;
1490 root 1.73 else if (op->env)
1491 root 1.24 {
1492     /* is this object in the players inventory, or sub container
1493     * therein?
1494     */
1495 root 1.74 tmp = op->in_player ();
1496 root 1.24 /* nope. Is this a container the player has opened?
1497     * If so, set tmp to that player.
1498     * IMO, searching through all the players will mostly
1499     * likely be quicker than following op->env to the map,
1500     * and then searching the map for a player.
1501     */
1502     if (!tmp)
1503 root 1.81 for_all_players (pl)
1504     if (pl->ob->container == op->env)
1505     {
1506     tmp = pl->ob;
1507     break;
1508     }
1509 elmex 1.1
1510 root 1.24 if (i < op->nrof)
1511     {
1512     sub_weight (op->env, op->weight * i);
1513     op->nrof -= i;
1514     if (tmp)
1515 root 1.73 esrv_send_item (tmp, op);
1516 root 1.24 }
1517     else
1518     {
1519 root 1.63 op->remove ();
1520 root 1.24 op->nrof = 0;
1521     if (tmp)
1522 root 1.73 esrv_del_item (tmp->contr, op->count);
1523 elmex 1.1 }
1524     }
1525 root 1.24 else
1526 elmex 1.1 {
1527 root 1.29 object *above = op->above;
1528 elmex 1.1
1529 root 1.24 if (i < op->nrof)
1530 root 1.29 op->nrof -= i;
1531 root 1.24 else
1532     {
1533 root 1.63 op->remove ();
1534 root 1.24 op->nrof = 0;
1535     }
1536 root 1.29
1537 root 1.24 /* Since we just removed op, op->above is null */
1538 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1539 root 1.24 if (tmp->type == PLAYER)
1540     {
1541     if (op->nrof)
1542     esrv_send_item (tmp, op);
1543     else
1544     esrv_del_item (tmp->contr, op->count);
1545     }
1546 elmex 1.1 }
1547    
1548 root 1.24 if (op->nrof)
1549 root 1.29 return op;
1550 root 1.24 else
1551     {
1552 root 1.64 op->destroy ();
1553 root 1.73 return 0;
1554 elmex 1.1 }
1555     }
1556    
1557     /*
1558     * add_weight(object, weight) adds the specified weight to an object,
1559     * and also updates how much the environment(s) is/are carrying.
1560     */
1561    
1562 root 1.24 void
1563     add_weight (object *op, signed long weight)
1564     {
1565     while (op != NULL)
1566     {
1567     if (op->type == CONTAINER)
1568 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1569    
1570 root 1.24 op->carrying += weight;
1571     op = op->env;
1572     }
1573 elmex 1.1 }
1574    
1575 root 1.24 object *
1576     insert_ob_in_ob (object *op, object *where)
1577     {
1578 root 1.59 if (!where)
1579 root 1.24 {
1580 root 1.53 char *dump = dump_object (op);
1581     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582     free (dump);
1583 root 1.24 return op;
1584     }
1585 root 1.29
1586 root 1.24 if (where->head)
1587     {
1588 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 root 1.24 where = where->head;
1590     }
1591 root 1.29
1592 root 1.59 return where->insert (op);
1593     }
1594    
1595     /*
1596     * env->insert (op)
1597     * This function inserts the object op in the linked list
1598     * inside the object environment.
1599     *
1600     * The function returns now pointer to inserted item, and return value can
1601     * be != op, if items are merged. -Tero
1602     */
1603    
1604     object *
1605     object::insert (object *op)
1606     {
1607     object *tmp, *otmp;
1608    
1609     if (!QUERY_FLAG (op, FLAG_REMOVED))
1610     op->remove ();
1611    
1612 root 1.24 if (op->more)
1613     {
1614     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1615     return op;
1616     }
1617 root 1.29
1618 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1619     CLEAR_FLAG (op, FLAG_REMOVED);
1620     if (op->nrof)
1621     {
1622 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1623 root 1.66 if (object::can_merge (tmp, op))
1624 root 1.24 {
1625     /* return the original object and remove inserted object
1626     (client needs the original object) */
1627     tmp->nrof += op->nrof;
1628     /* Weight handling gets pretty funky. Since we are adding to
1629     * tmp->nrof, we need to increase the weight.
1630     */
1631 root 1.59 add_weight (this, op->weight * op->nrof);
1632 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1633 root 1.59 op->destroy (); /* free the inserted object */
1634 root 1.24 op = tmp;
1635 root 1.59 op->remove (); /* and fix old object's links */
1636 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1637     break;
1638     }
1639    
1640     /* I assume combined objects have no inventory
1641     * We add the weight - this object could have just been removed
1642     * (if it was possible to merge). calling remove_ob will subtract
1643     * the weight, so we need to add it in again, since we actually do
1644     * the linking below
1645     */
1646 root 1.59 add_weight (this, op->weight * op->nrof);
1647 root 1.24 }
1648     else
1649 root 1.59 add_weight (this, (op->weight + op->carrying));
1650 elmex 1.1
1651 root 1.74 otmp = this->in_player ();
1652 root 1.59 if (otmp && otmp->contr)
1653     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1654 root 1.78 otmp->update_stats ();
1655 elmex 1.1
1656 root 1.74 op->map = 0;
1657 root 1.59 op->env = this;
1658 root 1.74 op->above = 0;
1659     op->below = 0;
1660 root 1.24 op->x = 0, op->y = 0;
1661 elmex 1.1
1662     /* reset the light list and los of the players on the map */
1663 root 1.59 if ((op->glow_radius != 0) && map)
1664 root 1.24 {
1665 elmex 1.1 #ifdef DEBUG_LIGHTS
1666 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1667     #endif /* DEBUG_LIGHTS */
1668 root 1.84 if (map->darkness)
1669 root 1.59 update_all_los (map, x, y);
1670 root 1.24 }
1671 elmex 1.1
1672     /* Client has no idea of ordering so lets not bother ordering it here.
1673     * It sure simplifies this function...
1674     */
1675 root 1.59 if (!inv)
1676     inv = op;
1677 root 1.24 else
1678     {
1679 root 1.59 op->below = inv;
1680 elmex 1.1 op->below->above = op;
1681 root 1.59 inv = op;
1682 root 1.24 }
1683 root 1.59
1684 root 1.82 INVOKE_OBJECT (INSERT, this);
1685    
1686 elmex 1.1 return op;
1687     }
1688    
1689     /*
1690     * Checks if any objects has a move_type that matches objects
1691     * that effect this object on this space. Call apply() to process
1692     * these events.
1693     *
1694     * Any speed-modification due to SLOW_MOVE() of other present objects
1695     * will affect the speed_left of the object.
1696     *
1697     * originator: Player, monster or other object that caused 'op' to be inserted
1698     * into 'map'. May be NULL.
1699     *
1700     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1701     *
1702     * 4-21-95 added code to check if appropriate skill was readied - this will
1703     * permit faster movement by the player through this terrain. -b.t.
1704     *
1705     * MSW 2001-07-08: Check all objects on space, not just those below
1706     * object being inserted. insert_ob_in_map may not put new objects
1707     * on top.
1708     */
1709 root 1.24 int
1710     check_move_on (object *op, object *originator)
1711 elmex 1.1 {
1712 root 1.48 object *tmp;
1713 root 1.49 maptile *m = op->map;
1714 root 1.48 int x = op->x, y = op->y;
1715 root 1.26
1716 root 1.48 MoveType move_on, move_slow, move_block;
1717 root 1.24
1718     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1719     return 0;
1720    
1721     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1722     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1723     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1724    
1725     /* if nothing on this space will slow op down or be applied,
1726     * no need to do checking below. have to make sure move_type
1727     * is set, as lots of objects don't have it set - we treat that
1728     * as walking.
1729     */
1730     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731     return 0;
1732 elmex 1.1
1733 root 1.24 /* This is basically inverse logic of that below - basically,
1734     * if the object can avoid the move on or slow move, they do so,
1735     * but can't do it if the alternate movement they are using is
1736     * blocked. Logic on this seems confusing, but does seem correct.
1737     */
1738     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739     return 0;
1740    
1741     /* The objects have to be checked from top to bottom.
1742     * Hence, we first go to the top:
1743     */
1744    
1745 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 root 1.24 {
1747     /* Trim the search when we find the first other spell effect
1748     * this helps performance so that if a space has 50 spell objects,
1749     * we don't need to check all of them.
1750     */
1751     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752     break;
1753     }
1754 root 1.26
1755     for (; tmp; tmp = tmp->below)
1756 root 1.24 {
1757     if (tmp == op)
1758     continue; /* Can't apply yourself */
1759 elmex 1.1
1760 root 1.24 /* Check to see if one of the movement types should be slowed down.
1761     * Second check makes sure that the movement types not being slowed
1762     * (~slow_move) is not blocked on this space - just because the
1763     * space doesn't slow down swimming (for example), if you can't actually
1764     * swim on that space, can't use it to avoid the penalty.
1765     */
1766     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767     {
1768     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770     {
1771 elmex 1.1
1772 root 1.29 float
1773     diff = tmp->move_slow_penalty * FABS (op->speed);
1774 elmex 1.1
1775 root 1.24 if (op->type == PLAYER)
1776 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778     diff /= 4.0;
1779    
1780 root 1.24 op->speed_left -= diff;
1781 root 1.8 }
1782     }
1783 elmex 1.1
1784 root 1.24 /* Basically same logic as above, except now for actual apply. */
1785     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1786     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1787     {
1788 elmex 1.72 move_apply (tmp, op, originator);
1789 root 1.24
1790 root 1.48 if (op->destroyed ())
1791 root 1.24 return 1;
1792    
1793     /* what the person/creature stepped onto has moved the object
1794     * someplace new. Don't process any further - if we did,
1795     * have a feeling strange problems would result.
1796     */
1797     if (op->map != m || op->x != x || op->y != y)
1798     return 0;
1799 root 1.8 }
1800 elmex 1.1 }
1801 root 1.26
1802 root 1.24 return 0;
1803 elmex 1.1 }
1804    
1805     /*
1806     * present_arch(arch, map, x, y) searches for any objects with
1807     * a matching archetype at the given map and coordinates.
1808     * The first matching object is returned, or NULL if none.
1809     */
1810 root 1.24 object *
1811 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1812 root 1.24 {
1813 root 1.104 if (!m || out_of_map (m, x, y))
1814 root 1.24 {
1815     LOG (llevError, "Present_arch called outside map.\n");
1816     return NULL;
1817     }
1818 root 1.84
1819 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 root 1.24 if (tmp->arch == at)
1821 elmex 1.1 return tmp;
1822 root 1.84
1823 elmex 1.1 return NULL;
1824     }
1825    
1826     /*
1827     * present(type, map, x, y) searches for any objects with
1828     * a matching type variable at the given map and coordinates.
1829     * The first matching object is returned, or NULL if none.
1830     */
1831 root 1.24 object *
1832 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1833 root 1.24 {
1834     if (out_of_map (m, x, y))
1835     {
1836     LOG (llevError, "Present called outside map.\n");
1837     return NULL;
1838     }
1839 root 1.84
1840 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 root 1.24 if (tmp->type == type)
1842 elmex 1.1 return tmp;
1843 root 1.84
1844 elmex 1.1 return NULL;
1845     }
1846    
1847     /*
1848     * present_in_ob(type, object) searches for any objects with
1849     * a matching type variable in the inventory of the given object.
1850     * The first matching object is returned, or NULL if none.
1851     */
1852 root 1.24 object *
1853     present_in_ob (unsigned char type, const object *op)
1854     {
1855 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1856 root 1.24 if (tmp->type == type)
1857 elmex 1.1 return tmp;
1858 root 1.84
1859 elmex 1.1 return NULL;
1860     }
1861    
1862     /*
1863     * present_in_ob (type, str, object) searches for any objects with
1864     * a matching type & name variable in the inventory of the given object.
1865     * The first matching object is returned, or NULL if none.
1866     * This is mostly used by spell effect code, so that we only
1867     * have one spell effect at a time.
1868     * type can be used to narrow the search - if type is set,
1869     * the type must also match. -1 can be passed for the type,
1870     * in which case the type does not need to pass.
1871     * str is the string to match against. Note that we match against
1872     * the object name, not the archetype name. this is so that the
1873     * spell code can use one object type (force), but change it's name
1874     * to be unique.
1875     */
1876 root 1.24 object *
1877     present_in_ob_by_name (int type, const char *str, const object *op)
1878     {
1879 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1880 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1881     return tmp;
1882 elmex 1.1
1883 root 1.82 return 0;
1884 elmex 1.1 }
1885    
1886     /*
1887     * present_arch_in_ob(archetype, object) searches for any objects with
1888     * a matching archetype in the inventory of the given object.
1889     * The first matching object is returned, or NULL if none.
1890     */
1891 root 1.24 object *
1892     present_arch_in_ob (const archetype *at, const object *op)
1893     {
1894 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 root 1.24 if (tmp->arch == at)
1896 elmex 1.1 return tmp;
1897 root 1.82
1898 elmex 1.1 return NULL;
1899     }
1900    
1901     /*
1902     * activate recursively a flag on an object inventory
1903     */
1904 root 1.24 void
1905     flag_inv (object *op, int flag)
1906     {
1907     if (op->inv)
1908 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 root 1.24 {
1910     SET_FLAG (tmp, flag);
1911     flag_inv (tmp, flag);
1912 elmex 1.1 }
1913 root 1.82 }
1914    
1915     /*
1916     * deactivate recursively a flag on an object inventory
1917     */
1918 root 1.24 void
1919     unflag_inv (object *op, int flag)
1920     {
1921     if (op->inv)
1922 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 root 1.24 {
1924     CLEAR_FLAG (tmp, flag);
1925     unflag_inv (tmp, flag);
1926 elmex 1.1 }
1927     }
1928    
1929     /*
1930     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1931     * all it's inventory (recursively).
1932     * If checksums are used, a player will get set_cheat called for
1933     * him/her-self and all object carried by a call to this function.
1934     */
1935 root 1.24 void
1936     set_cheat (object *op)
1937     {
1938     SET_FLAG (op, FLAG_WAS_WIZ);
1939     flag_inv (op, FLAG_WAS_WIZ);
1940 elmex 1.1 }
1941    
1942     /*
1943     * find_free_spot(object, map, x, y, start, stop) will search for
1944     * a spot at the given map and coordinates which will be able to contain
1945     * the given object. start and stop specifies how many squares
1946     * to search (see the freearr_x/y[] definition).
1947     * It returns a random choice among the alternatives found.
1948     * start and stop are where to start relative to the free_arr array (1,9
1949     * does all 4 immediate directions). This returns the index into the
1950     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1951     * Note - this only checks to see if there is space for the head of the
1952     * object - if it is a multispace object, this should be called for all
1953     * pieces.
1954     * Note2: This function does correctly handle tiled maps, but does not
1955     * inform the caller. However, insert_ob_in_map will update as
1956     * necessary, so the caller shouldn't need to do any special work.
1957     * Note - updated to take an object instead of archetype - this is necessary
1958     * because arch_blocked (now ob_blocked) needs to know the movement type
1959     * to know if the space in question will block the object. We can't use
1960     * the archetype because that isn't correct if the monster has been
1961     * customized, changed states, etc.
1962     */
1963 root 1.24 int
1964 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965 root 1.24 {
1966 root 1.82 int index = 0, flag;
1967     int altern[SIZEOFFREE];
1968 root 1.24
1969 root 1.82 for (int i = start; i < stop; i++)
1970 root 1.24 {
1971     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1972     if (!flag)
1973 root 1.82 altern [index++] = i;
1974 root 1.24
1975     /* Basically, if we find a wall on a space, we cut down the search size.
1976     * In this way, we won't return spaces that are on another side of a wall.
1977     * This mostly work, but it cuts down the search size in all directions -
1978     * if the space being examined only has a wall to the north and empty
1979     * spaces in all the other directions, this will reduce the search space
1980     * to only the spaces immediately surrounding the target area, and
1981     * won't look 2 spaces south of the target space.
1982     */
1983 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1984 root 1.24 stop = maxfree[i];
1985 elmex 1.1 }
1986 root 1.74
1987 root 1.24 if (!index)
1988     return -1;
1989 root 1.74
1990 root 1.24 return altern[RANDOM () % index];
1991 elmex 1.1 }
1992    
1993     /*
1994 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1995 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1996     * But it will return the first available spot, not a random choice.
1997     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1998     */
1999 root 1.24 int
2000 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2001 root 1.24 {
2002 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2003     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2004     return i;
2005 root 1.24
2006     return -1;
2007 elmex 1.1 }
2008    
2009     /*
2010     * The function permute(arr, begin, end) randomly reorders the array
2011     * arr[begin..end-1].
2012 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2013 elmex 1.1 */
2014 root 1.24 static void
2015     permute (int *arr, int begin, int end)
2016 elmex 1.1 {
2017 root 1.82 arr += begin;
2018     end -= begin;
2019    
2020     while (--end)
2021     swap (arr [end], arr [RANDOM () % (end + 1)]);
2022 elmex 1.1 }
2023    
2024     /* new function to make monster searching more efficient, and effective!
2025     * This basically returns a randomized array (in the passed pointer) of
2026     * the spaces to find monsters. In this way, it won't always look for
2027     * monsters to the north first. However, the size of the array passed
2028     * covers all the spaces, so within that size, all the spaces within
2029     * the 3x3 area will be searched, just not in a predictable order.
2030     */
2031 root 1.24 void
2032     get_search_arr (int *search_arr)
2033 elmex 1.1 {
2034 root 1.82 int i;
2035 elmex 1.1
2036 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2037 root 1.82 search_arr[i] = i;
2038 elmex 1.1
2039 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2040     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2041     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2042 elmex 1.1 }
2043    
2044     /*
2045     * find_dir(map, x, y, exclude) will search some close squares in the
2046     * given map at the given coordinates for live objects.
2047     * It will not considered the object given as exclude among possible
2048     * live objects.
2049     * It returns the direction toward the first/closest live object if finds
2050     * any, otherwise 0.
2051     * Perhaps incorrectly, but I'm making the assumption that exclude
2052     * is actually want is going to try and move there. We need this info
2053     * because we have to know what movement the thing looking to move
2054     * there is capable of.
2055     */
2056 root 1.24 int
2057 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2058 root 1.24 {
2059 root 1.82 int i, max = SIZEOFFREE, mflags;
2060 root 1.29
2061     sint16 nx, ny;
2062 root 1.82 object *tmp;
2063     maptile *mp;
2064 root 1.29
2065     MoveType blocked, move_type;
2066 root 1.24
2067     if (exclude && exclude->head)
2068     {
2069     exclude = exclude->head;
2070     move_type = exclude->move_type;
2071     }
2072     else
2073     {
2074     /* If we don't have anything, presume it can use all movement types. */
2075     move_type = MOVE_ALL;
2076     }
2077    
2078     for (i = 1; i < max; i++)
2079     {
2080     mp = m;
2081     nx = x + freearr_x[i];
2082     ny = y + freearr_y[i];
2083    
2084     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085 root 1.75
2086 root 1.24 if (mflags & P_OUT_OF_MAP)
2087 root 1.75 max = maxfree[i];
2088 root 1.24 else
2089     {
2090 root 1.82 mapspace &ms = mp->at (nx, ny);
2091    
2092     blocked = ms.move_block;
2093 root 1.24
2094     if ((move_type & blocked) == move_type)
2095 root 1.75 max = maxfree[i];
2096 root 1.24 else if (mflags & P_IS_ALIVE)
2097     {
2098 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2101 root 1.75 break;
2102    
2103 root 1.24 if (tmp)
2104 root 1.75 return freedir[i];
2105 root 1.8 }
2106     }
2107 elmex 1.1 }
2108 root 1.75
2109 root 1.24 return 0;
2110 elmex 1.1 }
2111    
2112     /*
2113     * distance(object 1, object 2) will return the square of the
2114     * distance between the two given objects.
2115     */
2116 root 1.24 int
2117     distance (const object *ob1, const object *ob2)
2118     {
2119 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2120 elmex 1.1 }
2121    
2122     /*
2123     * find_dir_2(delta-x,delta-y) will return a direction in which
2124     * an object which has subtracted the x and y coordinates of another
2125     * object, needs to travel toward it.
2126     */
2127 root 1.24 int
2128     find_dir_2 (int x, int y)
2129     {
2130 root 1.75 int q;
2131 elmex 1.1
2132 root 1.24 if (y)
2133     q = x * 100 / y;
2134 elmex 1.1 else if (x)
2135 root 1.24 q = -300 * x;
2136 elmex 1.1 else
2137     return 0;
2138    
2139 root 1.24 if (y > 0)
2140     {
2141     if (q < -242)
2142     return 3;
2143     if (q < -41)
2144     return 2;
2145     if (q < 41)
2146     return 1;
2147     if (q < 242)
2148     return 8;
2149     return 7;
2150     }
2151 elmex 1.1
2152     if (q < -242)
2153 root 1.24 return 7;
2154 elmex 1.1 if (q < -41)
2155 root 1.24 return 6;
2156 elmex 1.1 if (q < 41)
2157 root 1.24 return 5;
2158 elmex 1.1 if (q < 242)
2159 root 1.24 return 4;
2160 elmex 1.1
2161 root 1.24 return 3;
2162 elmex 1.1 }
2163    
2164     /*
2165     * absdir(int): Returns a number between 1 and 8, which represent
2166     * the "absolute" direction of a number (it actually takes care of
2167     * "overflow" in previous calculations of a direction).
2168     */
2169    
2170 root 1.24 int
2171     absdir (int d)
2172     {
2173     while (d < 1)
2174     d += 8;
2175 root 1.82
2176 root 1.24 while (d > 8)
2177     d -= 8;
2178 root 1.82
2179 elmex 1.1 return d;
2180     }
2181    
2182     /*
2183     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184     * between two directions (which are expected to be absolute (see absdir())
2185     */
2186    
2187 root 1.24 int
2188     dirdiff (int dir1, int dir2)
2189     {
2190 root 1.82 int d;
2191 root 1.24
2192     d = abs (dir1 - dir2);
2193     if (d > 4)
2194 elmex 1.1 d = 8 - d;
2195 root 1.82
2196 elmex 1.1 return d;
2197     }
2198    
2199     /* peterm:
2200     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2201     * Basically, this is a table of directions, and what directions
2202     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2203     * This basically means that if direction is 15, then it could either go
2204     * direction 4, 14, or 16 to get back to where we are.
2205     * Moved from spell_util.c to object.c with the other related direction
2206     * functions.
2207     */
2208 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2209 root 1.24 {0, 0, 0}, /* 0 */
2210     {0, 0, 0}, /* 1 */
2211     {0, 0, 0}, /* 2 */
2212     {0, 0, 0}, /* 3 */
2213     {0, 0, 0}, /* 4 */
2214     {0, 0, 0}, /* 5 */
2215     {0, 0, 0}, /* 6 */
2216     {0, 0, 0}, /* 7 */
2217     {0, 0, 0}, /* 8 */
2218     {8, 1, 2}, /* 9 */
2219     {1, 2, -1}, /* 10 */
2220     {2, 10, 12}, /* 11 */
2221     {2, 3, -1}, /* 12 */
2222     {2, 3, 4}, /* 13 */
2223     {3, 4, -1}, /* 14 */
2224     {4, 14, 16}, /* 15 */
2225     {5, 4, -1}, /* 16 */
2226     {4, 5, 6}, /* 17 */
2227     {6, 5, -1}, /* 18 */
2228     {6, 20, 18}, /* 19 */
2229     {7, 6, -1}, /* 20 */
2230     {6, 7, 8}, /* 21 */
2231     {7, 8, -1}, /* 22 */
2232     {8, 22, 24}, /* 23 */
2233     {8, 1, -1}, /* 24 */
2234     {24, 9, 10}, /* 25 */
2235     {9, 10, -1}, /* 26 */
2236     {10, 11, -1}, /* 27 */
2237     {27, 11, 29}, /* 28 */
2238     {11, 12, -1}, /* 29 */
2239     {12, 13, -1}, /* 30 */
2240     {12, 13, 14}, /* 31 */
2241     {13, 14, -1}, /* 32 */
2242     {14, 15, -1}, /* 33 */
2243     {33, 15, 35}, /* 34 */
2244     {16, 15, -1}, /* 35 */
2245     {17, 16, -1}, /* 36 */
2246     {18, 17, 16}, /* 37 */
2247     {18, 17, -1}, /* 38 */
2248     {18, 19, -1}, /* 39 */
2249     {41, 19, 39}, /* 40 */
2250     {19, 20, -1}, /* 41 */
2251     {20, 21, -1}, /* 42 */
2252     {20, 21, 22}, /* 43 */
2253     {21, 22, -1}, /* 44 */
2254     {23, 22, -1}, /* 45 */
2255     {45, 47, 23}, /* 46 */
2256     {23, 24, -1}, /* 47 */
2257     {24, 9, -1}
2258     }; /* 48 */
2259 elmex 1.1
2260     /* Recursive routine to step back and see if we can
2261     * find a path to that monster that we found. If not,
2262     * we don't bother going toward it. Returns 1 if we
2263     * can see a direct way to get it
2264     * Modified to be map tile aware -.MSW
2265     */
2266 root 1.24 int
2267 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2268 root 1.24 {
2269 root 1.29 sint16 dx, dy;
2270 root 1.75 int mflags;
2271 root 1.24
2272     if (dir < 0)
2273     return 0; /* exit condition: invalid direction */
2274    
2275     dx = x + freearr_x[dir];
2276     dy = y + freearr_y[dir];
2277    
2278     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2279    
2280     /* This functional arguably was incorrect before - it was
2281     * checking for P_WALL - that was basically seeing if
2282     * we could move to the monster - this is being more
2283     * literal on if we can see it. To know if we can actually
2284     * move to the monster, we'd need the monster passed in or
2285     * at least its move type.
2286     */
2287     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288     return 0;
2289    
2290     /* yes, can see. */
2291     if (dir < 9)
2292     return 1;
2293 root 1.75
2294     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2295     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2297 root 1.24 }
2298    
2299 elmex 1.1 /*
2300     * can_pick(picker, item): finds out if an object is possible to be
2301     * picked up by the picker. Returnes 1 if it can be
2302     * picked up, otherwise 0.
2303     *
2304     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2305     * core dumps if they do.
2306     *
2307     * Add a check so we can't pick up invisible objects (0.93.8)
2308     */
2309    
2310 root 1.24 int
2311     can_pick (const object *who, const object *item)
2312     {
2313     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2314     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2315     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2316 elmex 1.1 }
2317    
2318     /*
2319     * create clone from object to another
2320     */
2321 root 1.24 object *
2322     object_create_clone (object *asrc)
2323     {
2324 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2325 elmex 1.1
2326 root 1.24 if (!asrc)
2327 root 1.62 return 0;
2328    
2329 root 1.24 src = asrc;
2330     if (src->head)
2331     src = src->head;
2332    
2333 root 1.62 prev = 0;
2334 root 1.24 for (part = src; part; part = part->more)
2335     {
2336 root 1.65 tmp = part->clone ();
2337 root 1.24 tmp->x -= src->x;
2338     tmp->y -= src->y;
2339 root 1.62
2340 root 1.24 if (!part->head)
2341     {
2342     dst = tmp;
2343 root 1.62 tmp->head = 0;
2344 root 1.24 }
2345     else
2346 root 1.75 tmp->head = dst;
2347 root 1.62
2348     tmp->more = 0;
2349    
2350 root 1.24 if (prev)
2351     prev->more = tmp;
2352 root 1.62
2353 root 1.24 prev = tmp;
2354 elmex 1.1 }
2355 root 1.24
2356     for (item = src->inv; item; item = item->below)
2357 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2358 elmex 1.1
2359 root 1.24 return dst;
2360 elmex 1.1 }
2361    
2362     /* GROS - Creates an object using a string representing its content. */
2363     /* Basically, we save the content of the string to a temp file, then call */
2364     /* load_object on it. I admit it is a highly inefficient way to make things, */
2365     /* but it was simple to make and allows reusing the load_object function. */
2366     /* Remember not to use load_object_str in a time-critical situation. */
2367     /* Also remember that multiparts objects are not supported for now. */
2368 root 1.24 object *
2369     load_object_str (const char *obstr)
2370 elmex 1.1 {
2371 root 1.48 object *op;
2372     char filename[MAX_BUF];
2373 root 1.9
2374 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375    
2376 root 1.48 FILE *tempfile = fopen (filename, "w");
2377 root 1.24
2378     if (tempfile == NULL)
2379 elmex 1.1 {
2380 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2381     return NULL;
2382 root 1.41 }
2383    
2384 root 1.24 fprintf (tempfile, obstr);
2385     fclose (tempfile);
2386 elmex 1.1
2387 root 1.64 op = object::create ();
2388 elmex 1.1
2389 root 1.29 object_thawer thawer (filename);
2390 root 1.13
2391 root 1.24 if (thawer)
2392     load_object (thawer, op, 0);
2393 root 1.13
2394 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395     CLEAR_FLAG (op, FLAG_REMOVED);
2396 root 1.9
2397 root 1.24 return op;
2398 elmex 1.1 }
2399    
2400     /* This returns the first object in who's inventory that
2401     * has the same type and subtype match.
2402     * returns NULL if no match.
2403     */
2404 root 1.24 object *
2405     find_obj_by_type_subtype (const object *who, int type, int subtype)
2406 elmex 1.1 {
2407 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2408 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2409     return tmp;
2410 elmex 1.1
2411 root 1.82 return 0;
2412 elmex 1.1 }
2413    
2414     /* If ob has a field named key, return the link from the list,
2415     * otherwise return NULL.
2416     *
2417     * key must be a passed in shared string - otherwise, this won't
2418     * do the desired thing.
2419     */
2420 root 1.24 key_value *
2421     get_ob_key_link (const object *ob, const char *key)
2422     {
2423 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2424 root 1.48 if (link->key == key)
2425     return link;
2426 root 1.24
2427 root 1.82 return 0;
2428 root 1.24 }
2429 elmex 1.1
2430     /*
2431     * Returns the value of op has an extra_field for key, or NULL.
2432     *
2433     * The argument doesn't need to be a shared string.
2434     *
2435     * The returned string is shared.
2436     */
2437 root 1.24 const char *
2438     get_ob_key_value (const object *op, const char *const key)
2439     {
2440 root 1.35 key_value *link;
2441     shstr_cmp canonical_key (key);
2442 root 1.24
2443 root 1.35 if (!canonical_key)
2444 root 1.24 {
2445     /* 1. There being a field named key on any object
2446     * implies there'd be a shared string to find.
2447     * 2. Since there isn't, no object has this field.
2448     * 3. Therefore, *this* object doesn't have this field.
2449     */
2450 root 1.35 return 0;
2451 elmex 1.1 }
2452    
2453 root 1.24 /* This is copied from get_ob_key_link() above -
2454     * only 4 lines, and saves the function call overhead.
2455     */
2456 root 1.35 for (link = op->key_values; link; link = link->next)
2457     if (link->key == canonical_key)
2458     return link->value;
2459    
2460     return 0;
2461 elmex 1.1 }
2462    
2463    
2464     /*
2465     * Updates the canonical_key in op to value.
2466     *
2467     * canonical_key is a shared string (value doesn't have to be).
2468     *
2469     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470     * keys.
2471     *
2472     * Returns TRUE on success.
2473     */
2474 root 1.24 int
2475     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476     {
2477 root 1.82 key_value *field = NULL, *last = NULL;
2478 root 1.24
2479     for (field = op->key_values; field != NULL; field = field->next)
2480     {
2481     if (field->key != canonical_key)
2482     {
2483     last = field;
2484     continue;
2485     }
2486    
2487     if (value)
2488     field->value = value;
2489     else
2490     {
2491     /* Basically, if the archetype has this key set,
2492     * we need to store the null value so when we save
2493     * it, we save the empty value so that when we load,
2494     * we get this value back again.
2495     */
2496     if (get_ob_key_link (&op->arch->clone, canonical_key))
2497     field->value = 0;
2498     else
2499     {
2500     if (last)
2501     last->next = field->next;
2502     else
2503     op->key_values = field->next;
2504    
2505 root 1.29 delete field;
2506 root 1.24 }
2507     }
2508     return TRUE;
2509     }
2510     /* IF we get here, key doesn't exist */
2511    
2512     /* No field, we'll have to add it. */
2513    
2514     if (!add_key)
2515 root 1.82 return FALSE;
2516    
2517 root 1.24 /* There isn't any good reason to store a null
2518     * value in the key/value list. If the archetype has
2519     * this key, then we should also have it, so shouldn't
2520     * be here. If user wants to store empty strings,
2521     * should pass in ""
2522     */
2523     if (value == NULL)
2524 elmex 1.1 return TRUE;
2525 root 1.24
2526     field = new key_value;
2527    
2528     field->key = canonical_key;
2529     field->value = value;
2530     /* Usual prepend-addition. */
2531     field->next = op->key_values;
2532     op->key_values = field;
2533    
2534     return TRUE;
2535 elmex 1.1 }
2536    
2537     /*
2538     * Updates the key in op to value.
2539     *
2540     * If add_key is FALSE, this will only update existing keys,
2541     * and not add new ones.
2542     * In general, should be little reason FALSE is ever passed in for add_key
2543     *
2544     * Returns TRUE on success.
2545     */
2546 root 1.24 int
2547     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548 root 1.11 {
2549 root 1.29 shstr key_ (key);
2550 root 1.24
2551 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2552 elmex 1.1 }
2553 root 1.31
2554 root 1.34 object::depth_iterator::depth_iterator (object *container)
2555     : iterator_base (container)
2556     {
2557     while (item->inv)
2558     item = item->inv;
2559     }
2560    
2561 root 1.31 void
2562 root 1.34 object::depth_iterator::next ()
2563 root 1.31 {
2564 root 1.34 if (item->below)
2565     {
2566     item = item->below;
2567    
2568     while (item->inv)
2569     item = item->inv;
2570     }
2571 root 1.31 else
2572 root 1.34 item = item->env;
2573 root 1.31 }
2574 root 1.34
2575 elmex 1.97
2576     const char *
2577     object::flag_desc (char *desc, int len) const
2578     {
2579     char *p = desc;
2580     bool first = true;
2581    
2582 root 1.101 *p = 0;
2583    
2584 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2585     {
2586     if (len <= 10) // magic constant!
2587     {
2588     snprintf (p, len, ",...");
2589     break;
2590     }
2591    
2592 root 1.101 if (flag [i])
2593 elmex 1.97 {
2594     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595     len -= cnt;
2596     p += cnt;
2597     first = false;
2598     }
2599     }
2600    
2601     return desc;
2602     }
2603    
2604 root 1.101 // return a suitable string describing an object in enough detail to find it
2605 root 1.36 const char *
2606     object::debug_desc (char *info) const
2607     {
2608 elmex 1.97 char flagdesc[512];
2609     char info2[256 * 4];
2610 root 1.36 char *p = info;
2611    
2612 elmex 1.97 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613     count, uuid.seq,
2614 root 1.36 &name,
2615 elmex 1.97 title ? "\",title:" : "",
2616     title ? (const char *)title : "",
2617     flag_desc (flagdesc, 512), type);
2618 root 1.36
2619     if (env)
2620     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621    
2622     if (map)
2623 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 root 1.36
2625     return info;
2626     }
2627    
2628     const char *
2629     object::debug_desc () const
2630     {
2631 root 1.102 static char info[256 * 4];
2632 root 1.36 return debug_desc (info);
2633     }
2634