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Revision: 1.116
Committed: Mon Jan 15 21:06:18 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.115: +22 -22 lines
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# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.116 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 1.112 for_all_objects (op)
401     if (op->count == i)
402     return op;
403    
404     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 root 1.24 object *
413     find_object_name (const char *str)
414     {
415 root 1.35 shstr_cmp str_ (str);
416 elmex 1.1 object *op;
417 root 1.24
418 root 1.108 for_all_objects (op)
419 root 1.35 if (op->name == str_)
420 elmex 1.1 break;
421 root 1.11
422 elmex 1.1 return op;
423     }
424    
425 root 1.24 void
426     free_all_object_data ()
427 root 1.14 {
428     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 elmex 1.1 }
430    
431     /*
432     * Sets the owner and sets the skill and exp pointers to owner's current
433     * skill and experience objects.
434     */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.30 if (!owner)
439 root 1.24 return;
440    
441     /* next line added to allow objects which own objects */
442     /* Add a check for ownercounts in here, as I got into an endless loop
443     * with the fireball owning a poison cloud which then owned the
444     * fireball. I believe that was caused by one of the objects getting
445     * freed and then another object replacing it. Since the ownercounts
446     * didn't match, this check is valid and I believe that cause is valid.
447     */
448 root 1.30 while (owner->owner)
449 root 1.24 owner = owner->owner;
450 elmex 1.1
451 root 1.30 this->owner = owner;
452 elmex 1.1 }
453    
454     /* Zero the key_values on op, decrementing the shared-string
455     * refcounts and freeing the links.
456     */
457 root 1.24 static void
458     free_key_values (object *op)
459 root 1.11 {
460 root 1.24 for (key_value *i = op->key_values; i != 0;)
461 root 1.11 {
462     key_value *next = i->next;
463     delete i;
464 root 1.24
465 root 1.11 i = next;
466 elmex 1.1 }
467 root 1.24
468 root 1.11 op->key_values = 0;
469 elmex 1.1 }
470    
471     /*
472 root 1.64 * copy_to first frees everything allocated by the dst object,
473     * and then copies the contents of itself into the second
474 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
475     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476     * if the first object is freed, the pointers in the new object
477     * will point at garbage.
478     */
479 root 1.24 void
480 root 1.64 object::copy_to (object *dst)
481 root 1.11 {
482 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484    
485     *(object_copy *)dst = *this;
486 root 1.11
487 root 1.24 if (is_freed)
488 root 1.64 SET_FLAG (dst, FLAG_FREED);
489 root 1.59
490 root 1.24 if (is_removed)
491 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
492 elmex 1.1
493 root 1.64 if (speed < 0)
494     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 elmex 1.1
496 root 1.11 /* Copy over key_values, if any. */
497 root 1.64 if (key_values)
498 root 1.14 {
499 root 1.23 key_value *tail = 0;
500 root 1.11 key_value *i;
501 elmex 1.1
502 root 1.64 dst->key_values = 0;
503 elmex 1.1
504 root 1.64 for (i = key_values; i; i = i->next)
505 root 1.11 {
506     key_value *new_link = new key_value;
507 root 1.8
508 root 1.24 new_link->next = 0;
509     new_link->key = i->key;
510 root 1.11 new_link->value = i->value;
511    
512     /* Try and be clever here, too. */
513 root 1.64 if (!dst->key_values)
514 root 1.11 {
515 root 1.64 dst->key_values = new_link;
516 root 1.11 tail = new_link;
517 root 1.8 }
518 root 1.11 else
519     {
520     tail->next = new_link;
521     tail = new_link;
522     }
523 root 1.14 }
524     }
525 root 1.2
526 root 1.87 dst->set_speed (dst->speed);
527 elmex 1.1 }
528    
529 root 1.65 object *
530     object::clone ()
531     {
532     object *neu = create ();
533     copy_to (neu);
534     return neu;
535     }
536    
537 elmex 1.1 /*
538     * If an object with the IS_TURNABLE() flag needs to be turned due
539     * to the closest player being on the other side, this function can
540     * be called to update the face variable, _and_ how it looks on the map.
541     */
542 root 1.24 void
543     update_turn_face (object *op)
544     {
545 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 root 1.24 return;
547 root 1.96
548 root 1.24 SET_ANIMATION (op, op->direction);
549     update_object (op, UP_OBJ_FACE);
550 elmex 1.1 }
551    
552     /*
553     * Updates the speed of an object. If the speed changes from 0 to another
554     * value, or vice versa, then add/remove the object from the active list.
555     * This function needs to be called whenever the speed of an object changes.
556     */
557 root 1.24 void
558 root 1.87 object::set_speed (float speed)
559 root 1.24 {
560 root 1.87 if (flag [FLAG_FREED] && speed)
561 root 1.24 {
562 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563     speed = 0;
564 elmex 1.1 }
565 root 1.31
566 root 1.87 this->speed = speed;
567    
568 elmex 1.97 if (has_active_speed ())
569 root 1.98 activate ();
570 root 1.24 else
571 root 1.98 deactivate ();
572 elmex 1.1 }
573    
574     /*
575 root 1.75 * update_object() updates the the map.
576 elmex 1.1 * It takes into account invisible objects (and represent squares covered
577     * by invisible objects by whatever is below them (unless it's another
578     * invisible object, etc...)
579     * If the object being updated is beneath a player, the look-window
580     * of that player is updated (this might be a suboptimal way of
581     * updating that window, though, since update_object() is called _often_)
582     *
583     * action is a hint of what the caller believes need to be done.
584     * current action are:
585     * UP_OBJ_INSERT: op was inserted
586     * UP_OBJ_REMOVE: op was removed
587     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588     * as that is easier than trying to look at what may have changed.
589     * UP_OBJ_FACE: only the objects face has changed.
590     */
591 root 1.24 void
592     update_object (object *op, int action)
593     {
594     MoveType move_on, move_off, move_block, move_slow;
595    
596     if (op == NULL)
597     {
598     /* this should never happen */
599     LOG (llevDebug, "update_object() called for NULL object.\n");
600     return;
601 elmex 1.1 }
602 root 1.24
603 root 1.75 if (op->env)
604 root 1.24 {
605     /* Animation is currently handled by client, so nothing
606     * to do in this case.
607     */
608     return;
609 elmex 1.1 }
610    
611 root 1.24 /* If the map is saving, don't do anything as everything is
612     * going to get freed anyways.
613     */
614     if (!op->map || op->map->in_memory == MAP_SAVING)
615     return;
616    
617     /* make sure the object is within map boundaries */
618 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 root 1.24 {
620     LOG (llevError, "update_object() called for object out of map!\n");
621 elmex 1.1 #ifdef MANY_CORES
622 root 1.24 abort ();
623 elmex 1.1 #endif
624 root 1.24 return;
625 elmex 1.1 }
626    
627 root 1.76 mapspace &m = op->ms ();
628 elmex 1.1
629 root 1.99 if (!(m.flags_ & P_UPTODATE))
630 root 1.75 /* nop */;
631     else if (action == UP_OBJ_INSERT)
632     {
633     // this is likely overkill, TODO: revisit (schmorp)
634     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640     || (m.move_on | op->move_on ) != m.move_on
641     || (m.move_off | op->move_off ) != m.move_off
642     || (m.move_slow | op->move_slow) != m.move_slow
643     /* This isn't perfect, but I don't expect a lot of objects to
644     * to have move_allow right now.
645     */
646     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 root 1.99 m.flags_ = 0;
649 root 1.75 }
650     /* if the object is being removed, we can't make intelligent
651     * decisions, because remove_ob can't really pass the object
652     * that is being removed.
653     */
654 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 root 1.99 m.flags_ = 0;
656 root 1.24 else if (action == UP_OBJ_FACE)
657 root 1.29 /* Nothing to do for that case */ ;
658 root 1.24 else
659 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 elmex 1.1
661 root 1.75 if (op->more)
662 root 1.24 update_object (op->more, action);
663 elmex 1.1 }
664    
665 root 1.21 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 1.112 static int object_count;
679    
680 root 1.24 void object::link ()
681 root 1.22 {
682 root 1.112 assert (!index);//D
683 root 1.41 uuid = gen_uuid ();
684 root 1.112 count = ++object_count;
685 root 1.21
686 root 1.109 refcnt_inc ();
687 root 1.108 objects.insert (this);
688 root 1.21 }
689    
690 root 1.24 void object::unlink ()
691 root 1.21 {
692 root 1.112 assert (index);//D
693 root 1.108 objects.erase (this);
694 root 1.109 refcnt_dec ();
695 root 1.98 }
696    
697 root 1.96 void
698 root 1.98 object::activate ()
699 root 1.96 {
700 root 1.98 /* If already on active list, don't do anything */
701 root 1.108 if (active)
702 root 1.98 return;
703    
704 elmex 1.97 if (has_active_speed ())
705 root 1.108 actives.insert (this);
706 root 1.98 }
707 root 1.96
708 root 1.98 void
709     object::activate_recursive ()
710     {
711     activate ();
712    
713 root 1.104 for (object *op = inv; op; op = op->below)
714 root 1.98 op->activate_recursive ();
715 root 1.96 }
716    
717     /* This function removes object 'op' from the list of active
718     * objects.
719     * This should only be used for style maps or other such
720     * reference maps where you don't want an object that isn't
721     * in play chewing up cpu time getting processed.
722     * The reverse of this is to call update_ob_speed, which
723     * will do the right thing based on the speed of the object.
724     */
725     void
726 root 1.98 object::deactivate ()
727 root 1.96 {
728     /* If not on the active list, nothing needs to be done */
729 root 1.108 if (!active)
730 root 1.96 return;
731    
732 root 1.108 actives.erase (this);
733 root 1.98 }
734 root 1.96
735 root 1.98 void
736     object::deactivate_recursive ()
737     {
738 root 1.104 for (object *op = inv; op; op = op->below)
739 root 1.98 op->deactivate_recursive ();
740    
741     deactivate ();
742 root 1.96 }
743    
744 root 1.106 void
745     object::set_flag_inv (int flag, int value)
746     {
747     for (object *op = inv; op; op = op->below)
748     {
749     op->flag [flag] = value;
750     op->set_flag_inv (flag, value);
751     }
752     }
753    
754 root 1.89 /*
755     * Remove and free all objects in the inventory of the given object.
756     * object.c ?
757     */
758     void
759     object::destroy_inv (bool drop_to_ground)
760     {
761 root 1.94 // need to check first, because the checks below might segfault
762     // as we might be on an invalid mapspace and crossfire code
763     // is too buggy to ensure that the inventory is empty.
764     // corollary: if you create arrows etc. with stuff in tis inventory,
765     // cf will crash below with off-map x and y
766     if (!inv)
767     return;
768    
769 root 1.89 /* Only if the space blocks everything do we not process -
770     * if some form of movement is allowed, let objects
771     * drop on that space.
772     */
773 root 1.92 if (!drop_to_ground
774     || !map
775     || map->in_memory != MAP_IN_MEMORY
776 root 1.95 || ms ().move_block == MOVE_ALL)
777 root 1.89 {
778     while (inv)
779 root 1.92 {
780     inv->destroy_inv (drop_to_ground);
781     inv->destroy ();
782     }
783 root 1.89 }
784     else
785     { /* Put objects in inventory onto this space */
786     while (inv)
787     {
788     object *op = inv;
789    
790     if (op->flag [FLAG_STARTEQUIP]
791     || op->flag [FLAG_NO_DROP]
792     || op->type == RUNE
793     || op->type == TRAP
794 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
795     || op->flag [FLAG_DESTROY_ON_DEATH])
796 root 1.89 op->destroy ();
797     else
798 root 1.93 map->insert (op, x, y);
799 root 1.89 }
800     }
801     }
802    
803 root 1.21 object *object::create ()
804     {
805 root 1.42 object *op = new object;
806 root 1.22 op->link ();
807     return op;
808 root 1.21 }
809 elmex 1.1
810 root 1.82 void
811     object::do_destroy ()
812 root 1.14 {
813 root 1.112 attachable::do_destroy ();
814    
815 root 1.82 if (flag [FLAG_IS_LINKED])
816     remove_button_link (this);
817 root 1.29
818 root 1.82 if (flag [FLAG_FRIENDLY])
819 root 1.32 remove_friendly_object (this);
820    
821 root 1.82 if (!flag [FLAG_REMOVED])
822 root 1.63 remove ();
823 root 1.14
824 root 1.112 destroy_inv (true);
825 root 1.14
826 root 1.112 deactivate ();
827     unlink ();
828 root 1.92
829 root 1.82 flag [FLAG_FREED] = 1;
830 root 1.14
831 root 1.57 // hack to ensure that freed objects still have a valid map
832     {
833     static maptile *freed_map; // freed objects are moved here to avoid crashes
834    
835     if (!freed_map)
836     {
837     freed_map = new maptile;
838    
839     freed_map->name = "/internal/freed_objects_map";
840     freed_map->width = 3;
841     freed_map->height = 3;
842    
843 root 1.96 freed_map->alloc ();
844 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
845 root 1.57 }
846    
847     map = freed_map;
848     x = 1;
849     y = 1;
850     }
851    
852 root 1.82 head = 0;
853 root 1.88
854     if (more)
855     {
856     more->destroy ();
857     more = 0;
858     }
859 root 1.82
860 root 1.44 // clear those pointers that likely might have circular references to us
861     owner = 0;
862     enemy = 0;
863     attacked_by = 0;
864 root 1.82 }
865    
866     void
867     object::destroy (bool destroy_inventory)
868     {
869     if (destroyed ())
870     return;
871    
872     if (destroy_inventory)
873 root 1.89 destroy_inv (false);
874 root 1.22
875 root 1.82 attachable::destroy ();
876 elmex 1.1 }
877    
878     /*
879     * sub_weight() recursively (outwards) subtracts a number from the
880     * weight of an object (and what is carried by it's environment(s)).
881     */
882 root 1.24 void
883     sub_weight (object *op, signed long weight)
884     {
885     while (op != NULL)
886     {
887     if (op->type == CONTAINER)
888 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889    
890 root 1.24 op->carrying -= weight;
891     op = op->env;
892 elmex 1.1 }
893     }
894    
895 root 1.63 /* op->remove ():
896 elmex 1.1 * This function removes the object op from the linked list of objects
897     * which it is currently tied to. When this function is done, the
898     * object will have no environment. If the object previously had an
899     * environment, the x and y coordinates will be updated to
900     * the previous environment.
901     * Beware: This function is called from the editor as well!
902     */
903 root 1.24 void
904 root 1.59 object::remove ()
905 root 1.24 {
906 root 1.45 object *tmp, *last = 0;
907     object *otmp;
908 root 1.26
909 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
910 root 1.29 return;
911 root 1.24
912 root 1.59 SET_FLAG (this, FLAG_REMOVED);
913 root 1.82 INVOKE_OBJECT (REMOVE, this);
914 root 1.26
915 root 1.59 if (more)
916     more->remove ();
917 root 1.24
918     /*
919     * In this case, the object to be removed is in someones
920     * inventory.
921     */
922 root 1.59 if (env)
923 root 1.24 {
924 root 1.59 if (nrof)
925     sub_weight (env, weight * nrof);
926 root 1.24 else
927 root 1.59 sub_weight (env, weight + carrying);
928 root 1.24
929     /* NO_FIX_PLAYER is set when a great many changes are being
930     * made to players inventory. If set, avoiding the call
931     * to save cpu time.
932     */
933 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 root 1.78 otmp->update_stats ();
935 root 1.24
936 root 1.96 if (above)
937 root 1.59 above->below = below;
938 root 1.24 else
939 root 1.59 env->inv = below;
940 root 1.24
941 root 1.96 if (below)
942 root 1.59 below->above = above;
943 root 1.24
944     /* we set up values so that it could be inserted into
945     * the map, but we don't actually do that - it is up
946     * to the caller to decide what we want to do.
947     */
948 root 1.59 x = env->x, y = env->y;
949     map = env->map;
950     above = 0, below = 0;
951     env = 0;
952     }
953     else if (map)
954     {
955 root 1.96 if (type == PLAYER)
956     {
957     --map->players;
958 root 1.100 map->touch ();
959 root 1.96 }
960    
961 root 1.98 map->dirty = true;
962 elmex 1.1
963 root 1.29 /* link the object above us */
964 root 1.59 if (above)
965     above->below = below;
966 root 1.29 else
967 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
968 root 1.24
969 root 1.29 /* Relink the object below us, if there is one */
970 root 1.59 if (below)
971     below->above = above;
972 root 1.29 else
973     {
974     /* Nothing below, which means we need to relink map object for this space
975     * use translated coordinates in case some oddness with map tiling is
976     * evident
977     */
978 root 1.59 if (GET_MAP_OB (map, x, y) != this)
979 root 1.29 {
980 root 1.59 char *dump = dump_object (this);
981 root 1.29 LOG (llevError,
982 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);
983     free (dump);
984 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
985 root 1.53 LOG (llevError, "%s\n", dump);
986     free (dump);
987 root 1.29 }
988 elmex 1.1
989 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
990 root 1.8 }
991 root 1.26
992 root 1.59 above = 0;
993     below = 0;
994 root 1.26
995 root 1.59 if (map->in_memory == MAP_SAVING)
996 root 1.29 return;
997 elmex 1.1
998 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
999 elmex 1.1
1000 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1001 root 1.24 {
1002 root 1.29 /* No point updating the players look faces if he is the object
1003     * being removed.
1004 root 1.24 */
1005 root 1.29
1006 root 1.59 if (tmp->type == PLAYER && tmp != this)
1007 root 1.24 {
1008 root 1.29 /* If a container that the player is currently using somehow gets
1009     * removed (most likely destroyed), update the player view
1010     * appropriately.
1011     */
1012 root 1.59 if (tmp->container == this)
1013 root 1.29 {
1014 root 1.82 flag [FLAG_APPLIED] = 0;
1015 root 1.59 tmp->container = 0;
1016 root 1.29 }
1017    
1018 root 1.82 if (tmp->contr->ns)
1019     tmp->contr->ns->floorbox_update ();
1020 root 1.8 }
1021 root 1.26
1022 root 1.96 /* See if object moving off should effect something */
1023 root 1.50 if (check_walk_off
1024 root 1.59 && ((move_type & tmp->move_off)
1025     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 root 1.29 {
1027 elmex 1.72 move_apply (tmp, this, 0);
1028 root 1.24
1029 root 1.59 if (destroyed ())
1030 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 root 1.8 }
1032    
1033 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 root 1.29 if (tmp->above == tmp)
1036 root 1.59 tmp->above = 0;
1037 root 1.8
1038 root 1.29 last = tmp;
1039     }
1040 root 1.26
1041 root 1.96 /* last == NULL if there are no objects on this space */
1042     //TODO: this makes little sense, why only update the topmost object?
1043 root 1.59 if (!last)
1044 root 1.99 map->at (x, y).flags_ = 0;
1045 root 1.29 else
1046     update_object (last, UP_OBJ_REMOVE);
1047 root 1.26
1048 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1049 root 1.59 update_all_los (map, x, y);
1050 elmex 1.1 }
1051     }
1052    
1053     /*
1054     * merge_ob(op,top):
1055     *
1056     * This function goes through all objects below and including top, and
1057     * merges op to the first matching object.
1058     * If top is NULL, it is calculated.
1059     * Returns pointer to object if it succeded in the merge, otherwise NULL
1060     */
1061 root 1.24 object *
1062     merge_ob (object *op, object *top)
1063     {
1064     if (!op->nrof)
1065 elmex 1.1 return 0;
1066 root 1.29
1067 root 1.82 if (top)
1068     for (top = op; top && top->above; top = top->above)
1069     ;
1070 root 1.29
1071 root 1.82 for (; top; top = top->below)
1072 elmex 1.1 {
1073 root 1.24 if (top == op)
1074     continue;
1075 root 1.66
1076     if (object::can_merge (op, top))
1077 root 1.24 {
1078     top->nrof += op->nrof;
1079    
1080 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1081 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1082 root 1.64 op->destroy ();
1083 root 1.24 return top;
1084     }
1085 elmex 1.1 }
1086 root 1.29
1087 root 1.45 return 0;
1088 elmex 1.1 }
1089    
1090     /*
1091     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1092     * job preparing multi-part monsters
1093     */
1094 root 1.24 object *
1095 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096 root 1.24 {
1097 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 root 1.24 {
1099     tmp->x = x + tmp->arch->clone.x;
1100     tmp->y = y + tmp->arch->clone.y;
1101 elmex 1.1 }
1102 root 1.29
1103 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1104 elmex 1.1 }
1105    
1106     /*
1107     * insert_ob_in_map (op, map, originator, flag):
1108     * This function inserts the object in the two-way linked list
1109     * which represents what is on a map.
1110     * The second argument specifies the map, and the x and y variables
1111     * in the object about to be inserted specifies the position.
1112     *
1113     * originator: Player, monster or other object that caused 'op' to be inserted
1114     * into 'map'. May be NULL.
1115     *
1116     * flag is a bitmask about special things to do (or not do) when this
1117     * function is called. see the object.h file for the INS_ values.
1118     * Passing 0 for flag gives proper default values, so flag really only needs
1119     * to be set if special handling is needed.
1120     *
1121     * Return value:
1122     * new object if 'op' was merged with other object
1123     * NULL if 'op' was destroyed
1124     * just 'op' otherwise
1125     */
1126 root 1.24 object *
1127 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128 elmex 1.1 {
1129 root 1.25 object *tmp, *top, *floor = NULL;
1130     sint16 x, y;
1131 elmex 1.1
1132 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1133     {
1134     LOG (llevError, "Trying to insert freed object!\n");
1135     return NULL;
1136     }
1137 root 1.25
1138 root 1.96 if (!m)
1139 root 1.24 {
1140 root 1.53 char *dump = dump_object (op);
1141     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142     free (dump);
1143 root 1.24 return op;
1144 elmex 1.1 }
1145 root 1.25
1146 root 1.24 if (out_of_map (m, op->x, op->y))
1147     {
1148 root 1.53 char *dump = dump_object (op);
1149     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150 elmex 1.1 #ifdef MANY_CORES
1151 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1152     * is likely to cause a crash. Better to find out where it is getting
1153     * improperly inserted.
1154     */
1155     abort ();
1156 elmex 1.1 #endif
1157 root 1.53 free (dump);
1158 root 1.24 return op;
1159 elmex 1.1 }
1160 root 1.25
1161 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162     {
1163 root 1.53 char *dump = dump_object (op);
1164     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165     free (dump);
1166 root 1.24 return op;
1167     }
1168 root 1.25
1169 root 1.82 if (op->more)
1170 root 1.24 {
1171     /* The part may be on a different map. */
1172    
1173 root 1.26 object *more = op->more;
1174 root 1.24
1175 pippijn 1.105 /* We really need the caller to normalise coordinates - if
1176 root 1.24 * we set the map, that doesn't work if the location is within
1177     * a map and this is straddling an edge. So only if coordinate
1178 pippijn 1.105 * is clear wrong do we normalise it.
1179 root 1.24 */
1180     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 root 1.24 else if (!more->map)
1183     {
1184     /* For backwards compatibility - when not dealing with tiled maps,
1185     * more->map should always point to the parent.
1186     */
1187     more->map = m;
1188     }
1189    
1190     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191     {
1192     if (!op->head)
1193     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 root 1.26
1195 root 1.82 return 0;
1196 root 1.8 }
1197 root 1.24 }
1198 root 1.25
1199 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1200 root 1.8
1201 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1202     * of areas of callers (eg, anything that uses find_free_spot would now
1203     * need extra work
1204     */
1205     op->map = get_map_from_coord (m, &op->x, &op->y);
1206     x = op->x;
1207     y = op->y;
1208    
1209     /* this has to be done after we translate the coordinates.
1210     */
1211     if (op->nrof && !(flag & INS_NO_MERGE))
1212 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1213 root 1.66 if (object::can_merge (op, tmp))
1214 root 1.25 {
1215     op->nrof += tmp->nrof;
1216 root 1.64 tmp->destroy ();
1217 root 1.25 }
1218 root 1.24
1219     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1220     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221 root 1.25
1222 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1223     CLEAR_FLAG (op, FLAG_NO_STEAL);
1224    
1225     if (flag & INS_BELOW_ORIGINATOR)
1226     {
1227     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1228     {
1229     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230     abort ();
1231     }
1232 root 1.25
1233 root 1.24 op->above = originator;
1234     op->below = originator->below;
1235 root 1.25
1236 root 1.24 if (op->below)
1237     op->below->above = op;
1238     else
1239 root 1.84 op->ms ().bot = op;
1240 root 1.25
1241 root 1.24 /* since *below* originator, no need to update top */
1242     originator->below = op;
1243 elmex 1.1 }
1244 root 1.24 else
1245     {
1246     /* If there are other objects, then */
1247     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1248     {
1249 root 1.96 object *last = 0;
1250 root 1.24
1251     /*
1252     * If there are multiple objects on this space, we do some trickier handling.
1253     * We've already dealt with merging if appropriate.
1254     * Generally, we want to put the new object on top. But if
1255     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1256     * floor, we want to insert above that and no further.
1257     * Also, if there are spell objects on this space, we stop processing
1258     * once we get to them. This reduces the need to traverse over all of
1259     * them when adding another one - this saves quite a bit of cpu time
1260     * when lots of spells are cast in one area. Currently, it is presumed
1261     * that flying non pickable objects are spell objects.
1262     */
1263 root 1.96 while (top)
1264 root 1.24 {
1265     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266     floor = top;
1267 root 1.26
1268 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))
1269     {
1270     /* We insert above top, so we want this object below this */
1271     top = top->below;
1272     break;
1273     }
1274 root 1.26
1275 root 1.24 last = top;
1276     top = top->above;
1277     }
1278 root 1.26
1279 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1280     top = last;
1281 root 1.8
1282 root 1.24 /* We let update_position deal with figuring out what the space
1283     * looks like instead of lots of conditions here.
1284     * makes things faster, and effectively the same result.
1285     */
1286    
1287     /* Have object 'fall below' other objects that block view.
1288     * Unless those objects are exits, type 66
1289     * If INS_ON_TOP is used, don't do this processing
1290     * Need to find the object that in fact blocks view, otherwise
1291     * stacking is a bit odd.
1292     */
1293     if (!(flag & INS_ON_TOP) &&
1294 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1295 root 1.24 {
1296     for (last = top; last != floor; last = last->below)
1297     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298     break;
1299     /* Check to see if we found the object that blocks view,
1300     * and make sure we have a below pointer for it so that
1301     * we can get inserted below this one, which requires we
1302     * set top to the object below us.
1303     */
1304     if (last && last->below && last != floor)
1305     top = last->below;
1306 root 1.8 }
1307 root 1.24 } /* If objects on this space */
1308 root 1.25
1309 root 1.24 if (flag & INS_MAP_LOAD)
1310     top = GET_MAP_TOP (op->map, op->x, op->y);
1311 root 1.25
1312 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1313     top = floor;
1314    
1315     /* Top is the object that our object (op) is going to get inserted above.
1316     */
1317    
1318     /* First object on this space */
1319     if (!top)
1320     {
1321     op->above = GET_MAP_OB (op->map, op->x, op->y);
1322 root 1.25
1323 root 1.24 if (op->above)
1324     op->above->below = op;
1325 root 1.25
1326 root 1.96 op->below = 0;
1327 root 1.84 op->ms ().bot = op;
1328 root 1.24 }
1329     else
1330     { /* get inserted into the stack above top */
1331     op->above = top->above;
1332 root 1.25
1333 root 1.24 if (op->above)
1334     op->above->below = op;
1335 root 1.25
1336 root 1.24 op->below = top;
1337     top->above = op;
1338     }
1339 root 1.25
1340 root 1.96 if (!op->above)
1341 root 1.76 op->ms ().top = op;
1342 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1343 root 1.8
1344 root 1.24 if (op->type == PLAYER)
1345 root 1.96 {
1346     op->contr->do_los = 1;
1347     ++op->map->players;
1348 root 1.100 op->map->touch ();
1349 root 1.96 }
1350 root 1.24
1351 root 1.98 op->map->dirty = true;
1352    
1353 root 1.24 /* If we have a floor, we know the player, if any, will be above
1354     * it, so save a few ticks and start from there.
1355     */
1356     if (!(flag & INS_MAP_LOAD))
1357 root 1.76 if (object *pl = op->ms ().player ())
1358 root 1.82 if (pl->contr->ns)
1359     pl->contr->ns->floorbox_update ();
1360 root 1.24
1361     /* If this object glows, it may affect lighting conditions that are
1362     * visible to others on this map. But update_all_los is really
1363     * an inefficient way to do this, as it means los for all players
1364     * on the map will get recalculated. The players could very well
1365     * be far away from this change and not affected in any way -
1366     * this should get redone to only look for players within range,
1367 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1368 root 1.24 * of effect may be sufficient.
1369     */
1370 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1371 root 1.24 update_all_los (op->map, op->x, op->y);
1372    
1373     /* updates flags (blocked, alive, no magic, etc) for this map space */
1374     update_object (op, UP_OBJ_INSERT);
1375    
1376 root 1.82 INVOKE_OBJECT (INSERT, op);
1377    
1378 root 1.24 /* Don't know if moving this to the end will break anything. However,
1379 root 1.70 * we want to have floorbox_update called before calling this.
1380 root 1.24 *
1381     * check_move_on() must be after this because code called from
1382     * check_move_on() depends on correct map flags (so functions like
1383     * blocked() and wall() work properly), and these flags are updated by
1384     * update_object().
1385     */
1386    
1387     /* if this is not the head or flag has been passed, don't check walk on status */
1388     if (!(flag & INS_NO_WALK_ON) && !op->head)
1389     {
1390     if (check_move_on (op, originator))
1391 root 1.82 return 0;
1392 elmex 1.1
1393 root 1.24 /* If we are a multi part object, lets work our way through the check
1394     * walk on's.
1395     */
1396     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1397     if (check_move_on (tmp, originator))
1398 root 1.82 return 0;
1399 elmex 1.1 }
1400 root 1.25
1401 root 1.24 return op;
1402 elmex 1.1 }
1403    
1404     /* this function inserts an object in the map, but if it
1405 root 1.75 * finds an object of its own type, it'll remove that one first.
1406     * op is the object to insert it under: supplies x and the map.
1407 elmex 1.1 */
1408 root 1.24 void
1409     replace_insert_ob_in_map (const char *arch_string, object *op)
1410     {
1411 root 1.75 object *tmp, *tmp1;
1412 elmex 1.1
1413 root 1.24 /* first search for itself and remove any old instances */
1414 elmex 1.1
1415 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1417     tmp->destroy ();
1418 elmex 1.1
1419 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1420 elmex 1.1
1421 root 1.24 tmp1->x = op->x;
1422     tmp1->y = op->y;
1423     insert_ob_in_map (tmp1, op->map, op, 0);
1424     }
1425 elmex 1.1
1426 root 1.93 object *
1427     object::insert_at (object *where, object *originator, int flags)
1428     {
1429     where->map->insert (this, where->x, where->y, originator, flags);
1430     }
1431    
1432 elmex 1.1 /*
1433     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434     * is returned contains nr objects, and the remaining parts contains
1435     * the rest (or is removed and freed if that number is 0).
1436     * On failure, NULL is returned, and the reason put into the
1437     * global static errmsg array.
1438     */
1439 root 1.24 object *
1440     get_split_ob (object *orig_ob, uint32 nr)
1441     {
1442 root 1.64 object *newob;
1443     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444 root 1.24
1445     if (orig_ob->nrof < nr)
1446     {
1447     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448     return NULL;
1449     }
1450 root 1.29
1451 root 1.24 newob = object_create_clone (orig_ob);
1452 root 1.29
1453 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1454 root 1.63 orig_ob->destroy (1);
1455 root 1.24 else if (!is_removed)
1456     {
1457     if (orig_ob->env != NULL)
1458     sub_weight (orig_ob->env, orig_ob->weight * nr);
1459     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460     {
1461     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463     return NULL;
1464 root 1.8 }
1465 elmex 1.1 }
1466 root 1.29
1467 root 1.24 newob->nrof = nr;
1468 elmex 1.1
1469 root 1.24 return newob;
1470 elmex 1.1 }
1471    
1472     /*
1473     * decrease_ob_nr(object, number) decreases a specified number from
1474     * the amount of an object. If the amount reaches 0, the object
1475     * is subsequently removed and freed.
1476     *
1477     * Return value: 'op' if something is left, NULL if the amount reached 0
1478     */
1479    
1480 root 1.24 object *
1481     decrease_ob_nr (object *op, uint32 i)
1482 elmex 1.1 {
1483 root 1.29 object *tmp;
1484 elmex 1.1
1485 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1486     return op;
1487    
1488     if (i > op->nrof)
1489     i = op->nrof;
1490    
1491     if (QUERY_FLAG (op, FLAG_REMOVED))
1492 root 1.29 op->nrof -= i;
1493 root 1.73 else if (op->env)
1494 root 1.24 {
1495     /* is this object in the players inventory, or sub container
1496     * therein?
1497     */
1498 root 1.74 tmp = op->in_player ();
1499 root 1.24 /* nope. Is this a container the player has opened?
1500     * If so, set tmp to that player.
1501     * IMO, searching through all the players will mostly
1502     * likely be quicker than following op->env to the map,
1503     * and then searching the map for a player.
1504     */
1505     if (!tmp)
1506 root 1.81 for_all_players (pl)
1507     if (pl->ob->container == op->env)
1508     {
1509     tmp = pl->ob;
1510     break;
1511     }
1512 elmex 1.1
1513 root 1.24 if (i < op->nrof)
1514     {
1515     sub_weight (op->env, op->weight * i);
1516     op->nrof -= i;
1517     if (tmp)
1518 root 1.73 esrv_send_item (tmp, op);
1519 root 1.24 }
1520     else
1521     {
1522 root 1.63 op->remove ();
1523 root 1.24 op->nrof = 0;
1524     if (tmp)
1525 root 1.73 esrv_del_item (tmp->contr, op->count);
1526 elmex 1.1 }
1527     }
1528 root 1.24 else
1529 elmex 1.1 {
1530 root 1.29 object *above = op->above;
1531 elmex 1.1
1532 root 1.24 if (i < op->nrof)
1533 root 1.29 op->nrof -= i;
1534 root 1.24 else
1535     {
1536 root 1.63 op->remove ();
1537 root 1.24 op->nrof = 0;
1538     }
1539 root 1.29
1540 root 1.24 /* Since we just removed op, op->above is null */
1541 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1542 root 1.24 if (tmp->type == PLAYER)
1543     {
1544     if (op->nrof)
1545     esrv_send_item (tmp, op);
1546     else
1547     esrv_del_item (tmp->contr, op->count);
1548     }
1549 elmex 1.1 }
1550    
1551 root 1.24 if (op->nrof)
1552 root 1.29 return op;
1553 root 1.24 else
1554     {
1555 root 1.64 op->destroy ();
1556 root 1.73 return 0;
1557 elmex 1.1 }
1558     }
1559    
1560     /*
1561     * add_weight(object, weight) adds the specified weight to an object,
1562     * and also updates how much the environment(s) is/are carrying.
1563     */
1564    
1565 root 1.24 void
1566     add_weight (object *op, signed long weight)
1567     {
1568     while (op != NULL)
1569     {
1570     if (op->type == CONTAINER)
1571 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572    
1573 root 1.24 op->carrying += weight;
1574     op = op->env;
1575     }
1576 elmex 1.1 }
1577    
1578 root 1.24 object *
1579     insert_ob_in_ob (object *op, object *where)
1580     {
1581 root 1.59 if (!where)
1582 root 1.24 {
1583 root 1.53 char *dump = dump_object (op);
1584     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585     free (dump);
1586 root 1.24 return op;
1587     }
1588 root 1.29
1589 root 1.24 if (where->head)
1590     {
1591 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 root 1.24 where = where->head;
1593     }
1594 root 1.29
1595 root 1.59 return where->insert (op);
1596     }
1597    
1598     /*
1599     * env->insert (op)
1600     * This function inserts the object op in the linked list
1601     * inside the object environment.
1602     *
1603     * The function returns now pointer to inserted item, and return value can
1604     * be != op, if items are merged. -Tero
1605     */
1606    
1607     object *
1608     object::insert (object *op)
1609     {
1610     object *tmp, *otmp;
1611    
1612     if (!QUERY_FLAG (op, FLAG_REMOVED))
1613     op->remove ();
1614    
1615 root 1.24 if (op->more)
1616     {
1617     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618     return op;
1619     }
1620 root 1.29
1621 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1622     CLEAR_FLAG (op, FLAG_REMOVED);
1623     if (op->nrof)
1624     {
1625 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1626 root 1.66 if (object::can_merge (tmp, op))
1627 root 1.24 {
1628     /* return the original object and remove inserted object
1629     (client needs the original object) */
1630     tmp->nrof += op->nrof;
1631     /* Weight handling gets pretty funky. Since we are adding to
1632     * tmp->nrof, we need to increase the weight.
1633     */
1634 root 1.59 add_weight (this, op->weight * op->nrof);
1635 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1636 root 1.59 op->destroy (); /* free the inserted object */
1637 root 1.24 op = tmp;
1638 root 1.59 op->remove (); /* and fix old object's links */
1639 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1640     break;
1641     }
1642    
1643     /* I assume combined objects have no inventory
1644     * We add the weight - this object could have just been removed
1645     * (if it was possible to merge). calling remove_ob will subtract
1646     * the weight, so we need to add it in again, since we actually do
1647     * the linking below
1648     */
1649 root 1.59 add_weight (this, op->weight * op->nrof);
1650 root 1.24 }
1651     else
1652 root 1.59 add_weight (this, (op->weight + op->carrying));
1653 elmex 1.1
1654 root 1.74 otmp = this->in_player ();
1655 root 1.59 if (otmp && otmp->contr)
1656     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 root 1.78 otmp->update_stats ();
1658 elmex 1.1
1659 root 1.74 op->map = 0;
1660 root 1.59 op->env = this;
1661 root 1.74 op->above = 0;
1662     op->below = 0;
1663 root 1.24 op->x = 0, op->y = 0;
1664 elmex 1.1
1665     /* reset the light list and los of the players on the map */
1666 root 1.59 if ((op->glow_radius != 0) && map)
1667 root 1.24 {
1668 elmex 1.1 #ifdef DEBUG_LIGHTS
1669 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670     #endif /* DEBUG_LIGHTS */
1671 root 1.84 if (map->darkness)
1672 root 1.59 update_all_los (map, x, y);
1673 root 1.24 }
1674 elmex 1.1
1675     /* Client has no idea of ordering so lets not bother ordering it here.
1676     * It sure simplifies this function...
1677     */
1678 root 1.59 if (!inv)
1679     inv = op;
1680 root 1.24 else
1681     {
1682 root 1.59 op->below = inv;
1683 elmex 1.1 op->below->above = op;
1684 root 1.59 inv = op;
1685 root 1.24 }
1686 root 1.59
1687 root 1.82 INVOKE_OBJECT (INSERT, this);
1688    
1689 elmex 1.1 return op;
1690     }
1691    
1692     /*
1693     * Checks if any objects has a move_type that matches objects
1694     * that effect this object on this space. Call apply() to process
1695     * these events.
1696     *
1697     * Any speed-modification due to SLOW_MOVE() of other present objects
1698     * will affect the speed_left of the object.
1699     *
1700     * originator: Player, monster or other object that caused 'op' to be inserted
1701     * into 'map'. May be NULL.
1702     *
1703     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1704     *
1705     * 4-21-95 added code to check if appropriate skill was readied - this will
1706     * permit faster movement by the player through this terrain. -b.t.
1707     *
1708     * MSW 2001-07-08: Check all objects on space, not just those below
1709     * object being inserted. insert_ob_in_map may not put new objects
1710     * on top.
1711     */
1712 root 1.24 int
1713     check_move_on (object *op, object *originator)
1714 elmex 1.1 {
1715 root 1.48 object *tmp;
1716 root 1.49 maptile *m = op->map;
1717 root 1.48 int x = op->x, y = op->y;
1718 root 1.26
1719 root 1.48 MoveType move_on, move_slow, move_block;
1720 root 1.24
1721     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1722     return 0;
1723    
1724     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1725     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1726     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1727    
1728     /* if nothing on this space will slow op down or be applied,
1729     * no need to do checking below. have to make sure move_type
1730     * is set, as lots of objects don't have it set - we treat that
1731     * as walking.
1732     */
1733     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1734     return 0;
1735 elmex 1.1
1736 root 1.24 /* This is basically inverse logic of that below - basically,
1737     * if the object can avoid the move on or slow move, they do so,
1738     * but can't do it if the alternate movement they are using is
1739     * blocked. Logic on this seems confusing, but does seem correct.
1740     */
1741     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1742     return 0;
1743    
1744     /* The objects have to be checked from top to bottom.
1745     * Hence, we first go to the top:
1746     */
1747    
1748 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 root 1.24 {
1750     /* Trim the search when we find the first other spell effect
1751     * this helps performance so that if a space has 50 spell objects,
1752     * we don't need to check all of them.
1753     */
1754     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755     break;
1756     }
1757 root 1.26
1758     for (; tmp; tmp = tmp->below)
1759 root 1.24 {
1760     if (tmp == op)
1761     continue; /* Can't apply yourself */
1762 elmex 1.1
1763 root 1.24 /* Check to see if one of the movement types should be slowed down.
1764     * Second check makes sure that the movement types not being slowed
1765     * (~slow_move) is not blocked on this space - just because the
1766     * space doesn't slow down swimming (for example), if you can't actually
1767     * swim on that space, can't use it to avoid the penalty.
1768     */
1769     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770     {
1771     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773     {
1774 elmex 1.1
1775 root 1.29 float
1776     diff = tmp->move_slow_penalty * FABS (op->speed);
1777 elmex 1.1
1778 root 1.24 if (op->type == PLAYER)
1779 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781     diff /= 4.0;
1782    
1783 root 1.24 op->speed_left -= diff;
1784 root 1.8 }
1785     }
1786 elmex 1.1
1787 root 1.24 /* Basically same logic as above, except now for actual apply. */
1788     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790     {
1791 elmex 1.72 move_apply (tmp, op, originator);
1792 root 1.24
1793 root 1.48 if (op->destroyed ())
1794 root 1.24 return 1;
1795    
1796     /* what the person/creature stepped onto has moved the object
1797     * someplace new. Don't process any further - if we did,
1798     * have a feeling strange problems would result.
1799     */
1800     if (op->map != m || op->x != x || op->y != y)
1801     return 0;
1802 root 1.8 }
1803 elmex 1.1 }
1804 root 1.26
1805 root 1.24 return 0;
1806 elmex 1.1 }
1807    
1808     /*
1809     * present_arch(arch, map, x, y) searches for any objects with
1810     * a matching archetype at the given map and coordinates.
1811     * The first matching object is returned, or NULL if none.
1812     */
1813 root 1.24 object *
1814 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1815 root 1.24 {
1816 root 1.104 if (!m || out_of_map (m, x, y))
1817 root 1.24 {
1818     LOG (llevError, "Present_arch called outside map.\n");
1819     return NULL;
1820     }
1821 root 1.84
1822 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 root 1.24 if (tmp->arch == at)
1824 elmex 1.1 return tmp;
1825 root 1.84
1826 elmex 1.1 return NULL;
1827     }
1828    
1829     /*
1830     * present(type, map, x, y) searches for any objects with
1831     * a matching type variable at the given map and coordinates.
1832     * The first matching object is returned, or NULL if none.
1833     */
1834 root 1.24 object *
1835 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1836 root 1.24 {
1837     if (out_of_map (m, x, y))
1838     {
1839     LOG (llevError, "Present called outside map.\n");
1840     return NULL;
1841     }
1842 root 1.84
1843 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1844 root 1.24 if (tmp->type == type)
1845 elmex 1.1 return tmp;
1846 root 1.84
1847 elmex 1.1 return NULL;
1848     }
1849    
1850     /*
1851     * present_in_ob(type, object) searches for any objects with
1852     * a matching type variable in the inventory of the given object.
1853     * The first matching object is returned, or NULL if none.
1854     */
1855 root 1.24 object *
1856     present_in_ob (unsigned char type, const object *op)
1857     {
1858 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1859 root 1.24 if (tmp->type == type)
1860 elmex 1.1 return tmp;
1861 root 1.84
1862 elmex 1.1 return NULL;
1863     }
1864    
1865     /*
1866     * present_in_ob (type, str, object) searches for any objects with
1867     * a matching type & name variable in the inventory of the given object.
1868     * The first matching object is returned, or NULL if none.
1869     * This is mostly used by spell effect code, so that we only
1870     * have one spell effect at a time.
1871     * type can be used to narrow the search - if type is set,
1872     * the type must also match. -1 can be passed for the type,
1873     * in which case the type does not need to pass.
1874     * str is the string to match against. Note that we match against
1875     * the object name, not the archetype name. this is so that the
1876     * spell code can use one object type (force), but change it's name
1877     * to be unique.
1878     */
1879 root 1.24 object *
1880     present_in_ob_by_name (int type, const char *str, const object *op)
1881     {
1882 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1883 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1884     return tmp;
1885 elmex 1.1
1886 root 1.82 return 0;
1887 elmex 1.1 }
1888    
1889     /*
1890     * present_arch_in_ob(archetype, object) searches for any objects with
1891     * a matching archetype in the inventory of the given object.
1892     * The first matching object is returned, or NULL if none.
1893     */
1894 root 1.24 object *
1895     present_arch_in_ob (const archetype *at, const object *op)
1896     {
1897 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 root 1.24 if (tmp->arch == at)
1899 elmex 1.1 return tmp;
1900 root 1.82
1901 elmex 1.1 return NULL;
1902     }
1903    
1904     /*
1905     * activate recursively a flag on an object inventory
1906     */
1907 root 1.24 void
1908     flag_inv (object *op, int flag)
1909     {
1910     if (op->inv)
1911 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 root 1.24 {
1913     SET_FLAG (tmp, flag);
1914     flag_inv (tmp, flag);
1915 elmex 1.1 }
1916 root 1.82 }
1917    
1918     /*
1919     * deactivate recursively a flag on an object inventory
1920     */
1921 root 1.24 void
1922     unflag_inv (object *op, int flag)
1923     {
1924     if (op->inv)
1925 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 root 1.24 {
1927     CLEAR_FLAG (tmp, flag);
1928     unflag_inv (tmp, flag);
1929 elmex 1.1 }
1930     }
1931    
1932     /*
1933     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934     * all it's inventory (recursively).
1935     * If checksums are used, a player will get set_cheat called for
1936     * him/her-self and all object carried by a call to this function.
1937     */
1938 root 1.24 void
1939     set_cheat (object *op)
1940     {
1941     SET_FLAG (op, FLAG_WAS_WIZ);
1942     flag_inv (op, FLAG_WAS_WIZ);
1943 elmex 1.1 }
1944    
1945     /*
1946     * find_free_spot(object, map, x, y, start, stop) will search for
1947     * a spot at the given map and coordinates which will be able to contain
1948     * the given object. start and stop specifies how many squares
1949     * to search (see the freearr_x/y[] definition).
1950     * It returns a random choice among the alternatives found.
1951     * start and stop are where to start relative to the free_arr array (1,9
1952     * does all 4 immediate directions). This returns the index into the
1953     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954     * Note - this only checks to see if there is space for the head of the
1955     * object - if it is a multispace object, this should be called for all
1956     * pieces.
1957     * Note2: This function does correctly handle tiled maps, but does not
1958     * inform the caller. However, insert_ob_in_map will update as
1959     * necessary, so the caller shouldn't need to do any special work.
1960     * Note - updated to take an object instead of archetype - this is necessary
1961     * because arch_blocked (now ob_blocked) needs to know the movement type
1962     * to know if the space in question will block the object. We can't use
1963     * the archetype because that isn't correct if the monster has been
1964     * customized, changed states, etc.
1965     */
1966 root 1.24 int
1967 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968 root 1.24 {
1969 root 1.82 int index = 0, flag;
1970     int altern[SIZEOFFREE];
1971 root 1.24
1972 root 1.82 for (int i = start; i < stop; i++)
1973 root 1.24 {
1974     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1975     if (!flag)
1976 root 1.82 altern [index++] = i;
1977 root 1.24
1978     /* Basically, if we find a wall on a space, we cut down the search size.
1979     * In this way, we won't return spaces that are on another side of a wall.
1980     * This mostly work, but it cuts down the search size in all directions -
1981     * if the space being examined only has a wall to the north and empty
1982     * spaces in all the other directions, this will reduce the search space
1983     * to only the spaces immediately surrounding the target area, and
1984     * won't look 2 spaces south of the target space.
1985     */
1986 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1987 root 1.24 stop = maxfree[i];
1988 elmex 1.1 }
1989 root 1.74
1990 root 1.24 if (!index)
1991     return -1;
1992 root 1.74
1993 root 1.24 return altern[RANDOM () % index];
1994 elmex 1.1 }
1995    
1996     /*
1997 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1998 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1999     * But it will return the first available spot, not a random choice.
2000     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2001     */
2002 root 1.24 int
2003 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004 root 1.24 {
2005 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2006     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2007     return i;
2008 root 1.24
2009     return -1;
2010 elmex 1.1 }
2011    
2012     /*
2013     * The function permute(arr, begin, end) randomly reorders the array
2014     * arr[begin..end-1].
2015 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2016 elmex 1.1 */
2017 root 1.24 static void
2018     permute (int *arr, int begin, int end)
2019 elmex 1.1 {
2020 root 1.82 arr += begin;
2021     end -= begin;
2022    
2023     while (--end)
2024     swap (arr [end], arr [RANDOM () % (end + 1)]);
2025 elmex 1.1 }
2026    
2027     /* new function to make monster searching more efficient, and effective!
2028     * This basically returns a randomized array (in the passed pointer) of
2029     * the spaces to find monsters. In this way, it won't always look for
2030     * monsters to the north first. However, the size of the array passed
2031     * covers all the spaces, so within that size, all the spaces within
2032     * the 3x3 area will be searched, just not in a predictable order.
2033     */
2034 root 1.24 void
2035     get_search_arr (int *search_arr)
2036 elmex 1.1 {
2037 root 1.82 int i;
2038 elmex 1.1
2039 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2040 root 1.82 search_arr[i] = i;
2041 elmex 1.1
2042 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2043     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2044     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2045 elmex 1.1 }
2046    
2047     /*
2048     * find_dir(map, x, y, exclude) will search some close squares in the
2049     * given map at the given coordinates for live objects.
2050     * It will not considered the object given as exclude among possible
2051     * live objects.
2052     * It returns the direction toward the first/closest live object if finds
2053     * any, otherwise 0.
2054     * Perhaps incorrectly, but I'm making the assumption that exclude
2055     * is actually want is going to try and move there. We need this info
2056     * because we have to know what movement the thing looking to move
2057     * there is capable of.
2058     */
2059 root 1.24 int
2060 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2061 root 1.24 {
2062 root 1.82 int i, max = SIZEOFFREE, mflags;
2063 root 1.29
2064     sint16 nx, ny;
2065 root 1.82 object *tmp;
2066     maptile *mp;
2067 root 1.29
2068     MoveType blocked, move_type;
2069 root 1.24
2070     if (exclude && exclude->head)
2071     {
2072     exclude = exclude->head;
2073     move_type = exclude->move_type;
2074     }
2075     else
2076     {
2077     /* If we don't have anything, presume it can use all movement types. */
2078     move_type = MOVE_ALL;
2079     }
2080    
2081     for (i = 1; i < max; i++)
2082     {
2083     mp = m;
2084     nx = x + freearr_x[i];
2085     ny = y + freearr_y[i];
2086    
2087     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088 root 1.75
2089 root 1.24 if (mflags & P_OUT_OF_MAP)
2090 root 1.75 max = maxfree[i];
2091 root 1.24 else
2092     {
2093 root 1.82 mapspace &ms = mp->at (nx, ny);
2094    
2095     blocked = ms.move_block;
2096 root 1.24
2097     if ((move_type & blocked) == move_type)
2098 root 1.75 max = maxfree[i];
2099 root 1.24 else if (mflags & P_IS_ALIVE)
2100     {
2101 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2104 root 1.75 break;
2105    
2106 root 1.24 if (tmp)
2107 root 1.75 return freedir[i];
2108 root 1.8 }
2109     }
2110 elmex 1.1 }
2111 root 1.75
2112 root 1.24 return 0;
2113 elmex 1.1 }
2114    
2115     /*
2116     * distance(object 1, object 2) will return the square of the
2117     * distance between the two given objects.
2118     */
2119 root 1.24 int
2120     distance (const object *ob1, const object *ob2)
2121     {
2122 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2123 elmex 1.1 }
2124    
2125     /*
2126     * find_dir_2(delta-x,delta-y) will return a direction in which
2127     * an object which has subtracted the x and y coordinates of another
2128     * object, needs to travel toward it.
2129     */
2130 root 1.24 int
2131     find_dir_2 (int x, int y)
2132     {
2133 root 1.75 int q;
2134 elmex 1.1
2135 root 1.24 if (y)
2136     q = x * 100 / y;
2137 elmex 1.1 else if (x)
2138 root 1.24 q = -300 * x;
2139 elmex 1.1 else
2140     return 0;
2141    
2142 root 1.24 if (y > 0)
2143     {
2144     if (q < -242)
2145     return 3;
2146     if (q < -41)
2147     return 2;
2148     if (q < 41)
2149     return 1;
2150     if (q < 242)
2151     return 8;
2152     return 7;
2153     }
2154 elmex 1.1
2155     if (q < -242)
2156 root 1.24 return 7;
2157 elmex 1.1 if (q < -41)
2158 root 1.24 return 6;
2159 elmex 1.1 if (q < 41)
2160 root 1.24 return 5;
2161 elmex 1.1 if (q < 242)
2162 root 1.24 return 4;
2163 elmex 1.1
2164 root 1.24 return 3;
2165 elmex 1.1 }
2166    
2167     /*
2168     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2169     * between two directions (which are expected to be absolute (see absdir())
2170     */
2171 root 1.24 int
2172     dirdiff (int dir1, int dir2)
2173     {
2174 root 1.82 int d;
2175 root 1.24
2176     d = abs (dir1 - dir2);
2177     if (d > 4)
2178 elmex 1.1 d = 8 - d;
2179 root 1.82
2180 elmex 1.1 return d;
2181     }
2182    
2183     /* peterm:
2184     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2185     * Basically, this is a table of directions, and what directions
2186     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2187     * This basically means that if direction is 15, then it could either go
2188     * direction 4, 14, or 16 to get back to where we are.
2189     * Moved from spell_util.c to object.c with the other related direction
2190     * functions.
2191     */
2192 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2193 root 1.24 {0, 0, 0}, /* 0 */
2194     {0, 0, 0}, /* 1 */
2195     {0, 0, 0}, /* 2 */
2196     {0, 0, 0}, /* 3 */
2197     {0, 0, 0}, /* 4 */
2198     {0, 0, 0}, /* 5 */
2199     {0, 0, 0}, /* 6 */
2200     {0, 0, 0}, /* 7 */
2201     {0, 0, 0}, /* 8 */
2202     {8, 1, 2}, /* 9 */
2203     {1, 2, -1}, /* 10 */
2204     {2, 10, 12}, /* 11 */
2205     {2, 3, -1}, /* 12 */
2206     {2, 3, 4}, /* 13 */
2207     {3, 4, -1}, /* 14 */
2208     {4, 14, 16}, /* 15 */
2209     {5, 4, -1}, /* 16 */
2210     {4, 5, 6}, /* 17 */
2211     {6, 5, -1}, /* 18 */
2212     {6, 20, 18}, /* 19 */
2213     {7, 6, -1}, /* 20 */
2214     {6, 7, 8}, /* 21 */
2215     {7, 8, -1}, /* 22 */
2216     {8, 22, 24}, /* 23 */
2217     {8, 1, -1}, /* 24 */
2218     {24, 9, 10}, /* 25 */
2219     {9, 10, -1}, /* 26 */
2220     {10, 11, -1}, /* 27 */
2221     {27, 11, 29}, /* 28 */
2222     {11, 12, -1}, /* 29 */
2223     {12, 13, -1}, /* 30 */
2224     {12, 13, 14}, /* 31 */
2225     {13, 14, -1}, /* 32 */
2226     {14, 15, -1}, /* 33 */
2227     {33, 15, 35}, /* 34 */
2228     {16, 15, -1}, /* 35 */
2229     {17, 16, -1}, /* 36 */
2230     {18, 17, 16}, /* 37 */
2231     {18, 17, -1}, /* 38 */
2232     {18, 19, -1}, /* 39 */
2233     {41, 19, 39}, /* 40 */
2234     {19, 20, -1}, /* 41 */
2235     {20, 21, -1}, /* 42 */
2236     {20, 21, 22}, /* 43 */
2237     {21, 22, -1}, /* 44 */
2238     {23, 22, -1}, /* 45 */
2239     {45, 47, 23}, /* 46 */
2240     {23, 24, -1}, /* 47 */
2241     {24, 9, -1}
2242     }; /* 48 */
2243 elmex 1.1
2244     /* Recursive routine to step back and see if we can
2245     * find a path to that monster that we found. If not,
2246     * we don't bother going toward it. Returns 1 if we
2247     * can see a direct way to get it
2248     * Modified to be map tile aware -.MSW
2249     */
2250 root 1.24 int
2251 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2252 root 1.24 {
2253 root 1.29 sint16 dx, dy;
2254 root 1.75 int mflags;
2255 root 1.24
2256     if (dir < 0)
2257     return 0; /* exit condition: invalid direction */
2258    
2259     dx = x + freearr_x[dir];
2260     dy = y + freearr_y[dir];
2261    
2262     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2263    
2264     /* This functional arguably was incorrect before - it was
2265     * checking for P_WALL - that was basically seeing if
2266     * we could move to the monster - this is being more
2267     * literal on if we can see it. To know if we can actually
2268     * move to the monster, we'd need the monster passed in or
2269     * at least its move type.
2270     */
2271     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2272     return 0;
2273    
2274     /* yes, can see. */
2275     if (dir < 9)
2276     return 1;
2277 root 1.75
2278     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2279     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2280     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2281 root 1.24 }
2282    
2283 elmex 1.1 /*
2284     * can_pick(picker, item): finds out if an object is possible to be
2285     * picked up by the picker. Returnes 1 if it can be
2286     * picked up, otherwise 0.
2287     *
2288     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289     * core dumps if they do.
2290     *
2291     * Add a check so we can't pick up invisible objects (0.93.8)
2292     */
2293    
2294 root 1.24 int
2295     can_pick (const object *who, const object *item)
2296     {
2297     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2298     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2299     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2300 elmex 1.1 }
2301    
2302     /*
2303     * create clone from object to another
2304     */
2305 root 1.24 object *
2306     object_create_clone (object *asrc)
2307     {
2308 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2309 elmex 1.1
2310 root 1.24 if (!asrc)
2311 root 1.62 return 0;
2312    
2313 root 1.24 src = asrc;
2314     if (src->head)
2315     src = src->head;
2316    
2317 root 1.62 prev = 0;
2318 root 1.24 for (part = src; part; part = part->more)
2319     {
2320 root 1.65 tmp = part->clone ();
2321 root 1.24 tmp->x -= src->x;
2322     tmp->y -= src->y;
2323 root 1.62
2324 root 1.24 if (!part->head)
2325     {
2326     dst = tmp;
2327 root 1.62 tmp->head = 0;
2328 root 1.24 }
2329     else
2330 root 1.75 tmp->head = dst;
2331 root 1.62
2332     tmp->more = 0;
2333    
2334 root 1.24 if (prev)
2335     prev->more = tmp;
2336 root 1.62
2337 root 1.24 prev = tmp;
2338 elmex 1.1 }
2339 root 1.24
2340     for (item = src->inv; item; item = item->below)
2341 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2342 elmex 1.1
2343 root 1.24 return dst;
2344 elmex 1.1 }
2345    
2346     /* GROS - Creates an object using a string representing its content. */
2347     /* Basically, we save the content of the string to a temp file, then call */
2348     /* load_object on it. I admit it is a highly inefficient way to make things, */
2349     /* but it was simple to make and allows reusing the load_object function. */
2350     /* Remember not to use load_object_str in a time-critical situation. */
2351     /* Also remember that multiparts objects are not supported for now. */
2352 root 1.24 object *
2353     load_object_str (const char *obstr)
2354 elmex 1.1 {
2355 root 1.48 object *op;
2356     char filename[MAX_BUF];
2357 root 1.9
2358 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359    
2360 root 1.48 FILE *tempfile = fopen (filename, "w");
2361 root 1.24
2362     if (tempfile == NULL)
2363 elmex 1.1 {
2364 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2365     return NULL;
2366 root 1.41 }
2367    
2368 root 1.24 fprintf (tempfile, obstr);
2369     fclose (tempfile);
2370 elmex 1.1
2371 root 1.64 op = object::create ();
2372 elmex 1.1
2373 root 1.29 object_thawer thawer (filename);
2374 root 1.13
2375 root 1.24 if (thawer)
2376     load_object (thawer, op, 0);
2377 root 1.13
2378 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379     CLEAR_FLAG (op, FLAG_REMOVED);
2380 root 1.9
2381 root 1.24 return op;
2382 elmex 1.1 }
2383    
2384     /* This returns the first object in who's inventory that
2385     * has the same type and subtype match.
2386     * returns NULL if no match.
2387     */
2388 root 1.24 object *
2389     find_obj_by_type_subtype (const object *who, int type, int subtype)
2390 elmex 1.1 {
2391 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2392 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2393     return tmp;
2394 elmex 1.1
2395 root 1.82 return 0;
2396 elmex 1.1 }
2397    
2398     /* If ob has a field named key, return the link from the list,
2399     * otherwise return NULL.
2400     *
2401     * key must be a passed in shared string - otherwise, this won't
2402     * do the desired thing.
2403     */
2404 root 1.24 key_value *
2405     get_ob_key_link (const object *ob, const char *key)
2406     {
2407 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2408 root 1.48 if (link->key == key)
2409     return link;
2410 root 1.24
2411 root 1.82 return 0;
2412 root 1.24 }
2413 elmex 1.1
2414     /*
2415     * Returns the value of op has an extra_field for key, or NULL.
2416     *
2417     * The argument doesn't need to be a shared string.
2418     *
2419     * The returned string is shared.
2420     */
2421 root 1.24 const char *
2422     get_ob_key_value (const object *op, const char *const key)
2423     {
2424 root 1.35 key_value *link;
2425     shstr_cmp canonical_key (key);
2426 root 1.24
2427 root 1.35 if (!canonical_key)
2428 root 1.24 {
2429     /* 1. There being a field named key on any object
2430     * implies there'd be a shared string to find.
2431     * 2. Since there isn't, no object has this field.
2432     * 3. Therefore, *this* object doesn't have this field.
2433     */
2434 root 1.35 return 0;
2435 elmex 1.1 }
2436    
2437 root 1.24 /* This is copied from get_ob_key_link() above -
2438     * only 4 lines, and saves the function call overhead.
2439     */
2440 root 1.35 for (link = op->key_values; link; link = link->next)
2441     if (link->key == canonical_key)
2442     return link->value;
2443    
2444     return 0;
2445 elmex 1.1 }
2446    
2447    
2448     /*
2449     * Updates the canonical_key in op to value.
2450     *
2451     * canonical_key is a shared string (value doesn't have to be).
2452     *
2453     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2454     * keys.
2455     *
2456     * Returns TRUE on success.
2457     */
2458 root 1.24 int
2459     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2460     {
2461 root 1.82 key_value *field = NULL, *last = NULL;
2462 root 1.24
2463     for (field = op->key_values; field != NULL; field = field->next)
2464     {
2465     if (field->key != canonical_key)
2466     {
2467     last = field;
2468     continue;
2469     }
2470    
2471     if (value)
2472     field->value = value;
2473     else
2474     {
2475     /* Basically, if the archetype has this key set,
2476     * we need to store the null value so when we save
2477     * it, we save the empty value so that when we load,
2478     * we get this value back again.
2479     */
2480     if (get_ob_key_link (&op->arch->clone, canonical_key))
2481     field->value = 0;
2482     else
2483     {
2484     if (last)
2485     last->next = field->next;
2486     else
2487     op->key_values = field->next;
2488    
2489 root 1.29 delete field;
2490 root 1.24 }
2491     }
2492     return TRUE;
2493     }
2494     /* IF we get here, key doesn't exist */
2495    
2496     /* No field, we'll have to add it. */
2497    
2498     if (!add_key)
2499 root 1.82 return FALSE;
2500    
2501 root 1.24 /* There isn't any good reason to store a null
2502     * value in the key/value list. If the archetype has
2503     * this key, then we should also have it, so shouldn't
2504     * be here. If user wants to store empty strings,
2505     * should pass in ""
2506     */
2507     if (value == NULL)
2508 elmex 1.1 return TRUE;
2509 root 1.24
2510     field = new key_value;
2511    
2512     field->key = canonical_key;
2513     field->value = value;
2514     /* Usual prepend-addition. */
2515     field->next = op->key_values;
2516     op->key_values = field;
2517    
2518     return TRUE;
2519 elmex 1.1 }
2520    
2521     /*
2522     * Updates the key in op to value.
2523     *
2524     * If add_key is FALSE, this will only update existing keys,
2525     * and not add new ones.
2526     * In general, should be little reason FALSE is ever passed in for add_key
2527     *
2528     * Returns TRUE on success.
2529     */
2530 root 1.24 int
2531     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2532 root 1.11 {
2533 root 1.29 shstr key_ (key);
2534 root 1.24
2535 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2536 elmex 1.1 }
2537 root 1.31
2538 root 1.34 object::depth_iterator::depth_iterator (object *container)
2539     : iterator_base (container)
2540     {
2541     while (item->inv)
2542     item = item->inv;
2543     }
2544    
2545 root 1.31 void
2546 root 1.34 object::depth_iterator::next ()
2547 root 1.31 {
2548 root 1.34 if (item->below)
2549     {
2550     item = item->below;
2551    
2552     while (item->inv)
2553     item = item->inv;
2554     }
2555 root 1.31 else
2556 root 1.34 item = item->env;
2557 root 1.31 }
2558 root 1.34
2559 elmex 1.97
2560     const char *
2561     object::flag_desc (char *desc, int len) const
2562     {
2563     char *p = desc;
2564     bool first = true;
2565    
2566 root 1.101 *p = 0;
2567    
2568 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2569     {
2570     if (len <= 10) // magic constant!
2571     {
2572     snprintf (p, len, ",...");
2573     break;
2574     }
2575    
2576 root 1.101 if (flag [i])
2577 elmex 1.97 {
2578     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2579     len -= cnt;
2580     p += cnt;
2581     first = false;
2582     }
2583     }
2584    
2585     return desc;
2586     }
2587    
2588 root 1.101 // return a suitable string describing an object in enough detail to find it
2589 root 1.36 const char *
2590     object::debug_desc (char *info) const
2591     {
2592 elmex 1.97 char flagdesc[512];
2593     char info2[256 * 4];
2594 root 1.36 char *p = info;
2595    
2596 elmex 1.97 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2597     count, uuid.seq,
2598 root 1.36 &name,
2599 elmex 1.97 title ? "\",title:" : "",
2600     title ? (const char *)title : "",
2601     flag_desc (flagdesc, 512), type);
2602 root 1.36
2603     if (env)
2604     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2605    
2606     if (map)
2607 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2608 root 1.36
2609     return info;
2610     }
2611    
2612     const char *
2613     object::debug_desc () const
2614     {
2615 root 1.102 static char info[256 * 4];
2616 root 1.36 return debug_desc (info);
2617     }
2618    
2619 root 1.114 const char *
2620     object::debug_desc2 () const
2621     {
2622     static char info[256 * 4];
2623     return debug_desc (info);
2624     }
2625