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Revision: 1.78
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.77: +2 -44 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.47 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33     #include <loader.h>
34 root 1.28
35 root 1.68 #include <bitset>
36    
37 elmex 1.1 int nrofallocobjects = 0;
38 root 1.39 static UUID uuid;
39     const uint64 UUID_SKIP = 1<<19;
40 elmex 1.1
41 root 1.24 object *active_objects; /* List of active objects that need to be processed */
42 elmex 1.1
43 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45     };
46     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48     };
49     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51     };
52     int freedir[SIZEOFFREE] = {
53     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55     };
56 elmex 1.1
57 root 1.39 static void
58     write_uuid (void)
59     {
60     char filename1[MAX_BUF], filename2[MAX_BUF];
61    
62     sprintf (filename1, "%s/uuid", settings.localdir);
63     sprintf (filename2, "%s/uuid~", settings.localdir);
64    
65     FILE *fp;
66    
67     if (!(fp = fopen (filename2, "w")))
68     {
69     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70     return;
71     }
72    
73     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74     fclose (fp);
75     rename (filename2, filename1);
76     }
77    
78     static void
79     read_uuid (void)
80     {
81     char filename[MAX_BUF];
82    
83     sprintf (filename, "%s/uuid", settings.localdir);
84    
85     FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92     uuid.seq = 0;
93     write_uuid ();
94     return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101     int version;
102     unsigned long long uid;
103     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104     {
105     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106     _exit (1);
107     }
108    
109     uuid.seq = uid;
110     write_uuid ();
111 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 root 1.39 fclose (fp);
113     }
114    
115     UUID
116     gen_uuid ()
117     {
118     UUID uid;
119    
120     uid.seq = ++uuid.seq;
121    
122     if (!(uuid.seq & (UUID_SKIP - 1)))
123     write_uuid ();
124    
125     return uid;
126     }
127    
128     void
129     init_uuid ()
130     {
131     read_uuid ();
132     }
133    
134 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 root 1.24 static int
136     compare_ob_value_lists_one (const object *wants, const object *has)
137     {
138     key_value *wants_field;
139    
140     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141     * objects with lists are rare, and lists stay short. If not, use a
142     * different structure or at least keep the lists sorted...
143     */
144    
145     /* For each field in wants, */
146     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147     {
148     key_value *has_field;
149    
150     /* Look for a field in has with the same key. */
151     has_field = get_ob_key_link (has, wants_field->key);
152    
153     if (has_field == NULL)
154     {
155     /* No field with that name. */
156     return FALSE;
157     }
158    
159     /* Found the matching field. */
160     if (has_field->value != wants_field->value)
161     {
162     /* Values don't match, so this half of the comparison is false. */
163     return FALSE;
164     }
165    
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170     return TRUE;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.24 static int
175     compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190 root 1.66 * Check nrof variable *before* calling can_merge()
191 elmex 1.1 *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195    
196 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
197 root 1.16 {
198     /* A couple quicksanity checks */
199 root 1.66 if (ob1 == ob2
200     || ob1->type != ob2->type
201     || ob1->speed != ob2->speed
202     || ob1->value != ob2->value
203     || ob1->name != ob2->name)
204 root 1.16 return 0;
205    
206 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
207 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208     * value could not be stored in a sint32 (which unfortunately sometimes is
209     * used to store nrof).
210     */
211     if (ob1->nrof + ob2->nrof >= 1UL << 31)
212     return 0;
213    
214     /* If the objects have been identified, set the BEEN_APPLIED flag.
215     * This is to the comparison of the flags below will be OK. We
216     * just can't ignore the been applied or identified flags, as they
217     * are not equal - just if it has been identified, the been_applied
218     * flags lose any meaning.
219     */
220     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222    
223     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 elmex 1.1
226 root 1.68 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227     || ob1->arch != ob2->arch
228     || ob1->name != ob2->name
229     || ob1->title != ob2->title
230     || ob1->msg != ob2->msg
231     || ob1->weight != ob2->weight
232     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234     || ob1->attacktype != ob2->attacktype
235     || ob1->magic != ob2->magic
236     || ob1->slaying != ob2->slaying
237     || ob1->skill != ob2->skill
238     || ob1->value != ob2->value
239     || ob1->animation_id != ob2->animation_id
240     || ob1->client_type != ob2->client_type
241     || ob1->materialname != ob2->materialname
242     || ob1->lore != ob2->lore
243     || ob1->subtype != ob2->subtype
244     || ob1->move_type != ob2->move_type
245     || ob1->move_block != ob2->move_block
246     || ob1->move_allow != ob2->move_allow
247     || ob1->move_on != ob2->move_on
248     || ob1->move_off != ob2->move_off
249     || ob1->move_slow != ob2->move_slow
250     || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 root 1.16 return 0;
252    
253     /* This is really a spellbook check - really, we should
254     * check all objects in the inventory.
255     */
256     if (ob1->inv || ob2->inv)
257     {
258     /* if one object has inventory but the other doesn't, not equiv */
259     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 root 1.24 return 0;
261 root 1.16
262     /* Now check to see if the two inventory objects could merge */
263 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* inventory ok - still need to check rest of this object to see
267     * if it is valid.
268     */
269     }
270 elmex 1.1
271 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
272     * it is possible for most any character to have more than one of
273     * some items equipped, and we don't want those to merge.
274     */
275     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276     return 0;
277 elmex 1.1
278 root 1.16 /* Note sure why the following is the case - either the object has to
279     * be animated or have a very low speed. Is this an attempted monster
280     * check?
281     */
282 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 root 1.16 return 0;
284 elmex 1.1
285 root 1.16 switch (ob1->type)
286     {
287 root 1.29 case SCROLL:
288     if (ob1->level != ob2->level)
289     return 0;
290     break;
291 root 1.16 }
292 elmex 1.1
293 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
294     {
295     /* At least one of these has key_values. */
296     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 root 1.24 /* One has fields, but the other one doesn't. */
298     return 0;
299 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
300 root 1.24 return 0;
301 elmex 1.1 }
302 root 1.16
303     //TODO: generate an event or call into perl for additional checks
304     if (ob1->self || ob2->self)
305     {
306     ob1->optimise ();
307     ob2->optimise ();
308    
309     if (ob1->self || ob2->self)
310 root 1.24 return 0;
311 elmex 1.1 }
312    
313 root 1.16 /* Everything passes, must be OK. */
314     return 1;
315 elmex 1.1 }
316 root 1.24
317 elmex 1.1 /*
318     * sum_weight() is a recursive function which calculates the weight
319     * an object is carrying. It goes through in figures out how much
320     * containers are carrying, and sums it up.
321     */
322 root 1.28 long
323 root 1.24 sum_weight (object *op)
324     {
325 root 1.28 long sum;
326 elmex 1.1 object *inv;
327 root 1.24
328     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329     {
330     if (inv->inv)
331     sum_weight (inv);
332     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333     }
334 root 1.37
335 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
336 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
337 root 1.37
338 root 1.24 if (op->carrying != sum)
339 elmex 1.1 op->carrying = sum;
340 root 1.37
341 elmex 1.1 return sum;
342     }
343    
344     /**
345     * Return the outermost environment object for a given object.
346     */
347    
348 root 1.24 object *
349     object_get_env_recursive (object *op)
350     {
351     while (op->env != NULL)
352     op = op->env;
353     return op;
354 elmex 1.1 }
355    
356     /*
357     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 root 1.11 * Some error messages.
359 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
360     */
361    
362 root 1.53 char *
363 root 1.24 dump_object (object *op)
364     {
365 root 1.53 if (!op)
366     return strdup ("[NULLOBJ]");
367 elmex 1.1
368 root 1.53 object_freezer freezer;
369     save_object (freezer, op, 3);
370     return freezer.as_string ();
371 elmex 1.1 }
372    
373     /*
374     * get_nearest_part(multi-object, object 2) returns the part of the
375     * multi-object 1 which is closest to the second object.
376     * If it's not a multi-object, it is returned.
377     */
378    
379 root 1.24 object *
380     get_nearest_part (object *op, const object *pl)
381     {
382     object *tmp, *closest;
383     int last_dist, i;
384    
385     if (op->more == NULL)
386 elmex 1.1 return op;
387 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388     if ((i = distance (tmp, pl)) < last_dist)
389     closest = tmp, last_dist = i;
390 elmex 1.1 return closest;
391     }
392    
393     /*
394     * Returns the object which has the count-variable equal to the argument.
395     */
396    
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.54 for (object *op = object::first; op; op = op->next)
401 root 1.24 if (op->count == i)
402 root 1.54 return op;
403 root 1.48
404 root 1.54 return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412    
413 root 1.24 object *
414     find_object_name (const char *str)
415     {
416 root 1.35 shstr_cmp str_ (str);
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.45 for (op = object::first; op != NULL; op = op->next)
420 root 1.35 if (op->name == str_)
421 elmex 1.1 break;
422 root 1.11
423 elmex 1.1 return op;
424     }
425    
426 root 1.24 void
427     free_all_object_data ()
428 root 1.14 {
429     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 elmex 1.1 }
431    
432     /*
433     * Sets the owner and sets the skill and exp pointers to owner's current
434     * skill and experience objects.
435     */
436 root 1.24 void
437 root 1.30 object::set_owner (object *owner)
438 elmex 1.1 {
439 root 1.30 if (!owner)
440 root 1.24 return;
441    
442     /* next line added to allow objects which own objects */
443     /* Add a check for ownercounts in here, as I got into an endless loop
444     * with the fireball owning a poison cloud which then owned the
445     * fireball. I believe that was caused by one of the objects getting
446     * freed and then another object replacing it. Since the ownercounts
447     * didn't match, this check is valid and I believe that cause is valid.
448     */
449 root 1.30 while (owner->owner)
450 root 1.24 owner = owner->owner;
451 elmex 1.1
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455     /* Zero the key_values on op, decrementing the shared-string
456     * refcounts and freeing the links.
457     */
458 root 1.24 static void
459     free_key_values (object *op)
460 root 1.11 {
461 root 1.24 for (key_value *i = op->key_values; i != 0;)
462 root 1.11 {
463     key_value *next = i->next;
464     delete i;
465 root 1.24
466 root 1.11 i = next;
467 elmex 1.1 }
468 root 1.24
469 root 1.11 op->key_values = 0;
470 elmex 1.1 }
471    
472     /*
473 root 1.64 * copy_to first frees everything allocated by the dst object,
474     * and then copies the contents of itself into the second
475 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
476     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477     * if the first object is freed, the pointers in the new object
478     * will point at garbage.
479     */
480 root 1.24 void
481 root 1.64 object::copy_to (object *dst)
482 root 1.11 {
483 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485    
486     *(object_copy *)dst = *this;
487     *(object_pod *)dst = *this;
488 root 1.11
489 root 1.64 if (self || cb)
490     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 root 1.11
492 root 1.24 if (is_freed)
493 root 1.64 SET_FLAG (dst, FLAG_FREED);
494 root 1.59
495 root 1.24 if (is_removed)
496 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
497 elmex 1.1
498 root 1.64 if (speed < 0)
499     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 elmex 1.1
501 root 1.11 /* Copy over key_values, if any. */
502 root 1.64 if (key_values)
503 root 1.14 {
504 root 1.23 key_value *tail = 0;
505 root 1.11 key_value *i;
506 elmex 1.1
507 root 1.64 dst->key_values = 0;
508 elmex 1.1
509 root 1.64 for (i = key_values; i; i = i->next)
510 root 1.11 {
511     key_value *new_link = new key_value;
512 root 1.8
513 root 1.24 new_link->next = 0;
514     new_link->key = i->key;
515 root 1.11 new_link->value = i->value;
516    
517     /* Try and be clever here, too. */
518 root 1.64 if (!dst->key_values)
519 root 1.11 {
520 root 1.64 dst->key_values = new_link;
521 root 1.11 tail = new_link;
522 root 1.8 }
523 root 1.11 else
524     {
525     tail->next = new_link;
526     tail = new_link;
527     }
528 root 1.14 }
529     }
530 root 1.2
531 root 1.64 update_ob_speed (dst);
532 elmex 1.1 }
533    
534 root 1.65 object *
535     object::clone ()
536     {
537     object *neu = create ();
538     copy_to (neu);
539     return neu;
540     }
541    
542 elmex 1.1 /*
543     * If an object with the IS_TURNABLE() flag needs to be turned due
544     * to the closest player being on the other side, this function can
545     * be called to update the face variable, _and_ how it looks on the map.
546     */
547    
548 root 1.24 void
549     update_turn_face (object *op)
550     {
551     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
552     return;
553     SET_ANIMATION (op, op->direction);
554     update_object (op, UP_OBJ_FACE);
555 elmex 1.1 }
556    
557     /*
558     * Updates the speed of an object. If the speed changes from 0 to another
559     * value, or vice versa, then add/remove the object from the active list.
560     * This function needs to be called whenever the speed of an object changes.
561     */
562 root 1.24 void
563     update_ob_speed (object *op)
564     {
565     extern int arch_init;
566 elmex 1.1
567 root 1.24 /* No reason putting the archetypes objects on the speed list,
568     * since they never really need to be updated.
569     */
570 elmex 1.1
571 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572     {
573     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
574 elmex 1.1 #ifdef MANY_CORES
575 root 1.24 abort ();
576 elmex 1.1 #else
577 root 1.24 op->speed = 0;
578 elmex 1.1 #endif
579     }
580 root 1.31
581 root 1.24 if (arch_init)
582 root 1.31 return;
583    
584 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585     {
586     /* If already on active list, don't do anything */
587     if (op->active_next || op->active_prev || op == active_objects)
588 root 1.8 return;
589 root 1.24
590     /* process_events() expects us to insert the object at the beginning
591     * of the list. */
592     op->active_next = active_objects;
593 root 1.31
594 root 1.24 if (op->active_next != NULL)
595     op->active_next->active_prev = op;
596 root 1.31
597 root 1.24 active_objects = op;
598 elmex 1.1 }
599 root 1.24 else
600     {
601     /* If not on the active list, nothing needs to be done */
602     if (!op->active_next && !op->active_prev && op != active_objects)
603     return;
604    
605     if (op->active_prev == NULL)
606     {
607     active_objects = op->active_next;
608 root 1.31
609 root 1.24 if (op->active_next != NULL)
610     op->active_next->active_prev = NULL;
611 root 1.8 }
612 root 1.24 else
613     {
614     op->active_prev->active_next = op->active_next;
615 root 1.31
616 root 1.24 if (op->active_next)
617     op->active_next->active_prev = op->active_prev;
618     }
619 root 1.31
620 root 1.24 op->active_next = NULL;
621     op->active_prev = NULL;
622 elmex 1.1 }
623     }
624    
625     /* This function removes object 'op' from the list of active
626     * objects.
627     * This should only be used for style maps or other such
628     * reference maps where you don't want an object that isn't
629     * in play chewing up cpu time getting processed.
630     * The reverse of this is to call update_ob_speed, which
631     * will do the right thing based on the speed of the object.
632     */
633 root 1.24 void
634     remove_from_active_list (object *op)
635 elmex 1.1 {
636 root 1.24 /* If not on the active list, nothing needs to be done */
637     if (!op->active_next && !op->active_prev && op != active_objects)
638     return;
639 elmex 1.1
640 root 1.24 if (op->active_prev == NULL)
641     {
642     active_objects = op->active_next;
643     if (op->active_next != NULL)
644     op->active_next->active_prev = NULL;
645 elmex 1.1 }
646 root 1.24 else
647     {
648     op->active_prev->active_next = op->active_next;
649     if (op->active_next)
650     op->active_next->active_prev = op->active_prev;
651 elmex 1.1 }
652 root 1.24 op->active_next = NULL;
653     op->active_prev = NULL;
654 elmex 1.1 }
655    
656     /*
657 root 1.75 * update_object() updates the the map.
658 elmex 1.1 * It takes into account invisible objects (and represent squares covered
659     * by invisible objects by whatever is below them (unless it's another
660     * invisible object, etc...)
661     * If the object being updated is beneath a player, the look-window
662     * of that player is updated (this might be a suboptimal way of
663     * updating that window, though, since update_object() is called _often_)
664     *
665     * action is a hint of what the caller believes need to be done.
666     * current action are:
667     * UP_OBJ_INSERT: op was inserted
668     * UP_OBJ_REMOVE: op was removed
669     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
670     * as that is easier than trying to look at what may have changed.
671     * UP_OBJ_FACE: only the objects face has changed.
672     */
673 root 1.24 void
674     update_object (object *op, int action)
675     {
676     MoveType move_on, move_off, move_block, move_slow;
677    
678     if (op == NULL)
679     {
680     /* this should never happen */
681     LOG (llevDebug, "update_object() called for NULL object.\n");
682     return;
683 elmex 1.1 }
684 root 1.24
685 root 1.75 if (op->env)
686 root 1.24 {
687     /* Animation is currently handled by client, so nothing
688     * to do in this case.
689     */
690     return;
691 elmex 1.1 }
692    
693 root 1.24 /* If the map is saving, don't do anything as everything is
694     * going to get freed anyways.
695     */
696     if (!op->map || op->map->in_memory == MAP_SAVING)
697     return;
698    
699     /* make sure the object is within map boundaries */
700     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
701     {
702     LOG (llevError, "update_object() called for object out of map!\n");
703 elmex 1.1 #ifdef MANY_CORES
704 root 1.24 abort ();
705 elmex 1.1 #endif
706 root 1.24 return;
707 elmex 1.1 }
708    
709 root 1.76 mapspace &m = op->ms ();
710 elmex 1.1
711 root 1.75 if (m.flags_ & P_NEED_UPDATE)
712     /* nop */;
713     else if (action == UP_OBJ_INSERT)
714     {
715     // this is likely overkill, TODO: revisit (schmorp)
716     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
717     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
718     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
719     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
721     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
722     || (m.move_on | op->move_on ) != m.move_on
723     || (m.move_off | op->move_off ) != m.move_off
724     || (m.move_slow | op->move_slow) != m.move_slow
725     /* This isn't perfect, but I don't expect a lot of objects to
726     * to have move_allow right now.
727     */
728     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730     m.flags_ = P_NEED_UPDATE;
731     }
732     /* if the object is being removed, we can't make intelligent
733     * decisions, because remove_ob can't really pass the object
734     * that is being removed.
735     */
736 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 root 1.75 m.flags_ = P_NEED_UPDATE;
738 root 1.24 else if (action == UP_OBJ_FACE)
739 root 1.29 /* Nothing to do for that case */ ;
740 root 1.24 else
741 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 elmex 1.1
743 root 1.75 if (op->more)
744 root 1.24 update_object (op->more, action);
745 elmex 1.1 }
746    
747 root 1.45 object::vector object::mortals;
748     object::vector object::objects; // not yet used
749     object *object::first;
750 root 1.21
751     void object::free_mortals ()
752     {
753 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 root 1.30 if ((*i)->refcnt)
755     ++i; // further delay freeing
756     else
757 root 1.25 {
758 root 1.40 delete *i;
759 root 1.25 mortals.erase (i);
760     }
761 root 1.21 }
762    
763     object::object ()
764     {
765 root 1.22 SET_FLAG (this, FLAG_REMOVED);
766    
767     expmul = 1.0;
768     face = blank_face;
769     }
770    
771     object::~object ()
772     {
773     free_key_values (this);
774     }
775    
776 root 1.24 void object::link ()
777 root 1.22 {
778 root 1.21 count = ++ob_count;
779 root 1.41 uuid = gen_uuid ();
780 root 1.21
781     prev = 0;
782 root 1.45 next = object::first;
783 root 1.21
784 root 1.45 if (object::first)
785     object::first->prev = this;
786 root 1.21
787 root 1.45 object::first = this;
788 root 1.21 }
789    
790 root 1.24 void object::unlink ()
791 root 1.21 {
792 root 1.45 if (this == object::first)
793     object::first = next;
794 root 1.38
795 root 1.22 /* Remove this object from the list of used objects */
796 root 1.41 if (prev) prev->next = next;
797     if (next) next->prev = prev;
798 root 1.25
799 root 1.41 prev = 0;
800     next = 0;
801 root 1.24 }
802 root 1.21
803     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     /*
811     * free_object() frees everything allocated by an object, removes
812     * it from the list of used objects, and puts it on the list of
813     * free objects. The IS_FREED() flag is set in the object.
814     * The object must have been removed by remove_ob() first for
815     * this function to succeed.
816     *
817 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
818 elmex 1.1 * inventory to the ground.
819     */
820 root 1.52 void object::destroy (bool destroy_inventory)
821 root 1.14 {
822 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
823     return;
824    
825 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
826     remove_friendly_object (this);
827    
828 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
829 root 1.63 remove ();
830 root 1.14
831 root 1.29 SET_FLAG (this, FLAG_FREED);
832 root 1.14
833 root 1.21 if (more)
834 root 1.14 {
835 root 1.52 more->destroy (destroy_inventory);
836 root 1.21 more = 0;
837 elmex 1.1 }
838    
839 root 1.21 if (inv)
840 root 1.14 {
841     /* Only if the space blocks everything do we not process -
842 root 1.17 * if some form of movement is allowed, let objects
843 root 1.14 * drop on that space.
844     */
845 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 root 1.24 {
847 root 1.29 object *op = inv;
848 root 1.24
849     while (op)
850     {
851 root 1.29 object *tmp = op->below;
852 root 1.52 op->destroy (destroy_inventory);
853 root 1.24 op = tmp;
854     }
855     }
856 root 1.14 else
857 root 1.24 { /* Put objects in inventory onto this space */
858 root 1.29 object *op = inv;
859 root 1.24
860     while (op)
861     {
862 root 1.29 object *tmp = op->below;
863 root 1.14
864 root 1.63 op->remove ();
865 root 1.24
866     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 root 1.64 op->destroy ();
869 root 1.24 else
870     {
871     op->x = x;
872     op->y = y;
873     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874     }
875    
876     op = tmp;
877     }
878     }
879 root 1.14 }
880    
881 root 1.57 // hack to ensure that freed objects still have a valid map
882     {
883     static maptile *freed_map; // freed objects are moved here to avoid crashes
884    
885     if (!freed_map)
886     {
887     freed_map = new maptile;
888    
889     freed_map->name = "/internal/freed_objects_map";
890     freed_map->width = 3;
891     freed_map->height = 3;
892    
893     freed_map->allocate ();
894     }
895    
896     map = freed_map;
897     x = 1;
898     y = 1;
899     }
900    
901 root 1.44 // clear those pointers that likely might have circular references to us
902     owner = 0;
903     enemy = 0;
904     attacked_by = 0;
905 root 1.25
906 root 1.52 // only relevant for players(?), but make sure of it anyways
907     contr = 0;
908    
909 root 1.14 /* Remove object from the active list */
910 root 1.21 speed = 0;
911     update_ob_speed (this);
912 elmex 1.1
913 root 1.22 unlink ();
914    
915 root 1.21 mortals.push_back (this);
916 elmex 1.1 }
917    
918     /*
919     * sub_weight() recursively (outwards) subtracts a number from the
920     * weight of an object (and what is carried by it's environment(s)).
921     */
922 root 1.24 void
923     sub_weight (object *op, signed long weight)
924     {
925     while (op != NULL)
926     {
927     if (op->type == CONTAINER)
928 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929    
930 root 1.24 op->carrying -= weight;
931     op = op->env;
932 elmex 1.1 }
933     }
934    
935 root 1.63 /* op->remove ():
936 elmex 1.1 * This function removes the object op from the linked list of objects
937     * which it is currently tied to. When this function is done, the
938     * object will have no environment. If the object previously had an
939     * environment, the x and y coordinates will be updated to
940     * the previous environment.
941     * Beware: This function is called from the editor as well!
942     */
943 root 1.24 void
944 root 1.59 object::remove ()
945 root 1.24 {
946 root 1.45 object *tmp, *last = 0;
947     object *otmp;
948 root 1.26
949 root 1.45 int check_walk_off;
950 root 1.24
951 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
952 root 1.29 return;
953 root 1.24
954 root 1.59 SET_FLAG (this, FLAG_REMOVED);
955 root 1.26
956 root 1.59 if (more)
957     more->remove ();
958 root 1.24
959     /*
960     * In this case, the object to be removed is in someones
961     * inventory.
962     */
963 root 1.59 if (env)
964 root 1.24 {
965 root 1.59 if (nrof)
966     sub_weight (env, weight * nrof);
967 root 1.24 else
968 root 1.59 sub_weight (env, weight + carrying);
969 root 1.24
970     /* NO_FIX_PLAYER is set when a great many changes are being
971     * made to players inventory. If set, avoiding the call
972     * to save cpu time.
973     */
974 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 root 1.78 otmp->update_stats ();
976 root 1.24
977 root 1.59 if (above != NULL)
978     above->below = below;
979 root 1.24 else
980 root 1.59 env->inv = below;
981 root 1.24
982 root 1.59 if (below != NULL)
983     below->above = above;
984 root 1.24
985     /* we set up values so that it could be inserted into
986     * the map, but we don't actually do that - it is up
987     * to the caller to decide what we want to do.
988     */
989 root 1.59 x = env->x, y = env->y;
990     map = env->map;
991     above = 0, below = 0;
992     env = 0;
993     }
994     else if (map)
995     {
996 root 1.29 /* Re did the following section of code - it looks like it had
997     * lots of logic for things we no longer care about
998 root 1.24 */
999 elmex 1.1
1000 root 1.29 /* link the object above us */
1001 root 1.59 if (above)
1002     above->below = below;
1003 root 1.29 else
1004 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1005 root 1.24
1006 root 1.29 /* Relink the object below us, if there is one */
1007 root 1.59 if (below)
1008     below->above = above;
1009 root 1.29 else
1010     {
1011     /* Nothing below, which means we need to relink map object for this space
1012     * use translated coordinates in case some oddness with map tiling is
1013     * evident
1014     */
1015 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1016 root 1.29 {
1017 root 1.59 char *dump = dump_object (this);
1018 root 1.29 LOG (llevError,
1019 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);
1020     free (dump);
1021 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1022 root 1.53 LOG (llevError, "%s\n", dump);
1023     free (dump);
1024 root 1.29 }
1025 elmex 1.1
1026 root 1.75 map->at (x, y).bottom = above; /* goes on above it. */
1027 root 1.8 }
1028 root 1.26
1029 root 1.59 above = 0;
1030     below = 0;
1031 root 1.26
1032 root 1.59 if (map->in_memory == MAP_SAVING)
1033 root 1.29 return;
1034 elmex 1.1
1035 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1036 elmex 1.1
1037 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1038 root 1.24 {
1039 root 1.29 /* No point updating the players look faces if he is the object
1040     * being removed.
1041 root 1.24 */
1042 root 1.29
1043 root 1.59 if (tmp->type == PLAYER && tmp != this)
1044 root 1.24 {
1045 root 1.29 /* If a container that the player is currently using somehow gets
1046     * removed (most likely destroyed), update the player view
1047     * appropriately.
1048     */
1049 root 1.59 if (tmp->container == this)
1050 root 1.29 {
1051 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1052     tmp->container = 0;
1053 root 1.29 }
1054    
1055 root 1.77 tmp->contr->ns->floorbox_update ();
1056 root 1.8 }
1057 root 1.26
1058 root 1.29 /* See if player moving off should effect something */
1059 root 1.50 if (check_walk_off
1060 root 1.59 && ((move_type & tmp->move_off)
1061     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 root 1.29 {
1063 elmex 1.72 move_apply (tmp, this, 0);
1064 root 1.24
1065 root 1.59 if (destroyed ())
1066 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 root 1.8 }
1068    
1069 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070    
1071     if (tmp->above == tmp)
1072 root 1.59 tmp->above = 0;
1073 root 1.8
1074 root 1.29 last = tmp;
1075     }
1076 root 1.26
1077 root 1.29 /* last == NULL of there are no objects on this space */
1078 root 1.59 if (!last)
1079 root 1.75 map->at (x, y).flags_ = P_NEED_UPDATE;
1080 root 1.29 else
1081     update_object (last, UP_OBJ_REMOVE);
1082 root 1.26
1083 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1084     update_all_los (map, x, y);
1085 elmex 1.1 }
1086     }
1087    
1088     /*
1089     * merge_ob(op,top):
1090     *
1091     * This function goes through all objects below and including top, and
1092     * merges op to the first matching object.
1093     * If top is NULL, it is calculated.
1094     * Returns pointer to object if it succeded in the merge, otherwise NULL
1095     */
1096 root 1.24 object *
1097     merge_ob (object *op, object *top)
1098     {
1099     if (!op->nrof)
1100 elmex 1.1 return 0;
1101 root 1.29
1102 root 1.24 if (top == NULL)
1103     for (top = op; top != NULL && top->above != NULL; top = top->above);
1104 root 1.29
1105 root 1.24 for (; top != NULL; top = top->below)
1106 elmex 1.1 {
1107 root 1.24 if (top == op)
1108     continue;
1109 root 1.66
1110     if (object::can_merge (op, top))
1111 root 1.24 {
1112     top->nrof += op->nrof;
1113    
1114 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1115 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1116 root 1.64 op->destroy ();
1117 root 1.24 return top;
1118     }
1119 elmex 1.1 }
1120 root 1.29
1121 root 1.45 return 0;
1122 elmex 1.1 }
1123    
1124     /*
1125     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1126     * job preparing multi-part monsters
1127     */
1128 root 1.24 object *
1129 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130 root 1.24 {
1131 root 1.29 object *tmp;
1132 root 1.24
1133     if (op->head)
1134     op = op->head;
1135 root 1.29
1136 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1137     {
1138     tmp->x = x + tmp->arch->clone.x;
1139     tmp->y = y + tmp->arch->clone.y;
1140 elmex 1.1 }
1141 root 1.29
1142 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1143 elmex 1.1 }
1144    
1145     /*
1146     * insert_ob_in_map (op, map, originator, flag):
1147     * This function inserts the object in the two-way linked list
1148     * which represents what is on a map.
1149     * The second argument specifies the map, and the x and y variables
1150     * in the object about to be inserted specifies the position.
1151     *
1152     * originator: Player, monster or other object that caused 'op' to be inserted
1153     * into 'map'. May be NULL.
1154     *
1155     * flag is a bitmask about special things to do (or not do) when this
1156     * function is called. see the object.h file for the INS_ values.
1157     * Passing 0 for flag gives proper default values, so flag really only needs
1158     * to be set if special handling is needed.
1159     *
1160     * Return value:
1161     * new object if 'op' was merged with other object
1162     * NULL if 'op' was destroyed
1163     * just 'op' otherwise
1164     */
1165    
1166 root 1.24 object *
1167 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168 elmex 1.1 {
1169 root 1.25 object *tmp, *top, *floor = NULL;
1170     sint16 x, y;
1171 elmex 1.1
1172 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1173     {
1174     LOG (llevError, "Trying to insert freed object!\n");
1175     return NULL;
1176     }
1177 root 1.25
1178 root 1.24 if (m == NULL)
1179     {
1180 root 1.53 char *dump = dump_object (op);
1181     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182     free (dump);
1183 root 1.24 return op;
1184 elmex 1.1 }
1185 root 1.25
1186 root 1.24 if (out_of_map (m, op->x, op->y))
1187     {
1188 root 1.53 char *dump = dump_object (op);
1189     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1190 elmex 1.1 #ifdef MANY_CORES
1191 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1192     * is likely to cause a crash. Better to find out where it is getting
1193     * improperly inserted.
1194     */
1195     abort ();
1196 elmex 1.1 #endif
1197 root 1.53 free (dump);
1198 root 1.24 return op;
1199 elmex 1.1 }
1200 root 1.25
1201 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202     {
1203 root 1.53 char *dump = dump_object (op);
1204     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205     free (dump);
1206 root 1.24 return op;
1207     }
1208 root 1.25
1209 root 1.24 if (op->more != NULL)
1210     {
1211     /* The part may be on a different map. */
1212    
1213 root 1.26 object *more = op->more;
1214 root 1.24
1215     /* We really need the caller to normalize coordinates - if
1216     * we set the map, that doesn't work if the location is within
1217     * a map and this is straddling an edge. So only if coordinate
1218     * is clear wrong do we normalize it.
1219     */
1220     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 root 1.24 else if (!more->map)
1223     {
1224     /* For backwards compatibility - when not dealing with tiled maps,
1225     * more->map should always point to the parent.
1226     */
1227     more->map = m;
1228     }
1229    
1230     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231     {
1232     if (!op->head)
1233     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234 root 1.26
1235 root 1.24 return NULL;
1236 root 1.8 }
1237 root 1.24 }
1238 root 1.25
1239 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1240 root 1.8
1241 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1242     * of areas of callers (eg, anything that uses find_free_spot would now
1243     * need extra work
1244     */
1245     op->map = get_map_from_coord (m, &op->x, &op->y);
1246     x = op->x;
1247     y = op->y;
1248    
1249     /* this has to be done after we translate the coordinates.
1250     */
1251     if (op->nrof && !(flag & INS_NO_MERGE))
1252 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1253 root 1.66 if (object::can_merge (op, tmp))
1254 root 1.25 {
1255     op->nrof += tmp->nrof;
1256 root 1.64 tmp->destroy ();
1257 root 1.25 }
1258 root 1.24
1259     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1260     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1261 root 1.25
1262 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1263     CLEAR_FLAG (op, FLAG_NO_STEAL);
1264    
1265     if (flag & INS_BELOW_ORIGINATOR)
1266     {
1267     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1268     {
1269     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1270     abort ();
1271     }
1272 root 1.25
1273 root 1.24 op->above = originator;
1274     op->below = originator->below;
1275 root 1.25
1276 root 1.24 if (op->below)
1277     op->below->above = op;
1278     else
1279 root 1.76 op->ms ().bottom = op;
1280 root 1.25
1281 root 1.24 /* since *below* originator, no need to update top */
1282     originator->below = op;
1283 elmex 1.1 }
1284 root 1.24 else
1285     {
1286     /* If there are other objects, then */
1287     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1288     {
1289 root 1.25 object *last = NULL;
1290 root 1.24
1291     /*
1292     * If there are multiple objects on this space, we do some trickier handling.
1293     * We've already dealt with merging if appropriate.
1294     * Generally, we want to put the new object on top. But if
1295     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1296     * floor, we want to insert above that and no further.
1297     * Also, if there are spell objects on this space, we stop processing
1298     * once we get to them. This reduces the need to traverse over all of
1299     * them when adding another one - this saves quite a bit of cpu time
1300     * when lots of spells are cast in one area. Currently, it is presumed
1301     * that flying non pickable objects are spell objects.
1302     */
1303 elmex 1.1
1304 root 1.24 while (top != NULL)
1305     {
1306     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307     floor = top;
1308 root 1.26
1309 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))
1310     {
1311     /* We insert above top, so we want this object below this */
1312     top = top->below;
1313     break;
1314     }
1315 root 1.26
1316 root 1.24 last = top;
1317     top = top->above;
1318     }
1319 root 1.26
1320 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1321     top = last;
1322 root 1.8
1323 root 1.24 /* We let update_position deal with figuring out what the space
1324     * looks like instead of lots of conditions here.
1325     * makes things faster, and effectively the same result.
1326     */
1327    
1328     /* Have object 'fall below' other objects that block view.
1329     * Unless those objects are exits, type 66
1330     * If INS_ON_TOP is used, don't do this processing
1331     * Need to find the object that in fact blocks view, otherwise
1332     * stacking is a bit odd.
1333     */
1334     if (!(flag & INS_ON_TOP) &&
1335 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1336 root 1.24 {
1337     for (last = top; last != floor; last = last->below)
1338     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339     break;
1340     /* Check to see if we found the object that blocks view,
1341     * and make sure we have a below pointer for it so that
1342     * we can get inserted below this one, which requires we
1343     * set top to the object below us.
1344     */
1345     if (last && last->below && last != floor)
1346     top = last->below;
1347 root 1.8 }
1348 root 1.24 } /* If objects on this space */
1349 root 1.25
1350 root 1.24 if (flag & INS_MAP_LOAD)
1351     top = GET_MAP_TOP (op->map, op->x, op->y);
1352 root 1.25
1353 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1354     top = floor;
1355    
1356     /* Top is the object that our object (op) is going to get inserted above.
1357     */
1358    
1359     /* First object on this space */
1360     if (!top)
1361     {
1362     op->above = GET_MAP_OB (op->map, op->x, op->y);
1363 root 1.25
1364 root 1.24 if (op->above)
1365     op->above->below = op;
1366 root 1.25
1367 root 1.24 op->below = NULL;
1368 root 1.76 op->ms ().bottom = op;
1369 root 1.24 }
1370     else
1371     { /* get inserted into the stack above top */
1372     op->above = top->above;
1373 root 1.25
1374 root 1.24 if (op->above)
1375     op->above->below = op;
1376 root 1.25
1377 root 1.24 op->below = top;
1378     top->above = op;
1379     }
1380 root 1.25
1381 root 1.24 if (op->above == NULL)
1382 root 1.76 op->ms ().top = op;
1383 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1384 root 1.8
1385 root 1.24 if (op->type == PLAYER)
1386     op->contr->do_los = 1;
1387    
1388     /* If we have a floor, we know the player, if any, will be above
1389     * it, so save a few ticks and start from there.
1390     */
1391     if (!(flag & INS_MAP_LOAD))
1392 root 1.76 if (object *pl = op->ms ().player ())
1393 root 1.77 pl->contr->ns->floorbox_update ();
1394 root 1.24
1395     /* If this object glows, it may affect lighting conditions that are
1396     * visible to others on this map. But update_all_los is really
1397     * an inefficient way to do this, as it means los for all players
1398     * on the map will get recalculated. The players could very well
1399     * be far away from this change and not affected in any way -
1400     * this should get redone to only look for players within range,
1401     * or just updating the P_NEED_UPDATE for spaces within this area
1402     * of effect may be sufficient.
1403     */
1404     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1405     update_all_los (op->map, op->x, op->y);
1406    
1407     /* updates flags (blocked, alive, no magic, etc) for this map space */
1408     update_object (op, UP_OBJ_INSERT);
1409    
1410     /* Don't know if moving this to the end will break anything. However,
1411 root 1.70 * we want to have floorbox_update called before calling this.
1412 root 1.24 *
1413     * check_move_on() must be after this because code called from
1414     * check_move_on() depends on correct map flags (so functions like
1415     * blocked() and wall() work properly), and these flags are updated by
1416     * update_object().
1417     */
1418    
1419     /* if this is not the head or flag has been passed, don't check walk on status */
1420     if (!(flag & INS_NO_WALK_ON) && !op->head)
1421     {
1422     if (check_move_on (op, originator))
1423     return NULL;
1424 elmex 1.1
1425 root 1.24 /* If we are a multi part object, lets work our way through the check
1426     * walk on's.
1427     */
1428     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429     if (check_move_on (tmp, originator))
1430     return NULL;
1431 elmex 1.1 }
1432 root 1.25
1433 root 1.24 return op;
1434 elmex 1.1 }
1435    
1436     /* this function inserts an object in the map, but if it
1437 root 1.75 * finds an object of its own type, it'll remove that one first.
1438     * op is the object to insert it under: supplies x and the map.
1439 elmex 1.1 */
1440 root 1.24 void
1441     replace_insert_ob_in_map (const char *arch_string, object *op)
1442     {
1443 root 1.75 object *tmp, *tmp1;
1444 elmex 1.1
1445 root 1.24 /* first search for itself and remove any old instances */
1446 elmex 1.1
1447 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1448 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1449     tmp->destroy ();
1450 elmex 1.1
1451 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1452 elmex 1.1
1453 root 1.24 tmp1->x = op->x;
1454     tmp1->y = op->y;
1455     insert_ob_in_map (tmp1, op->map, op, 0);
1456     }
1457 elmex 1.1
1458     /*
1459     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460     * is returned contains nr objects, and the remaining parts contains
1461     * the rest (or is removed and freed if that number is 0).
1462     * On failure, NULL is returned, and the reason put into the
1463     * global static errmsg array.
1464     */
1465    
1466 root 1.24 object *
1467     get_split_ob (object *orig_ob, uint32 nr)
1468     {
1469 root 1.64 object *newob;
1470     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1471 root 1.24
1472     if (orig_ob->nrof < nr)
1473     {
1474     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1475     return NULL;
1476     }
1477 root 1.29
1478 root 1.24 newob = object_create_clone (orig_ob);
1479 root 1.29
1480 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1481 root 1.63 orig_ob->destroy (1);
1482 root 1.24 else if (!is_removed)
1483     {
1484     if (orig_ob->env != NULL)
1485     sub_weight (orig_ob->env, orig_ob->weight * nr);
1486     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487     {
1488     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1489     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1490     return NULL;
1491 root 1.8 }
1492 elmex 1.1 }
1493 root 1.29
1494 root 1.24 newob->nrof = nr;
1495 elmex 1.1
1496 root 1.24 return newob;
1497 elmex 1.1 }
1498    
1499     /*
1500     * decrease_ob_nr(object, number) decreases a specified number from
1501     * the amount of an object. If the amount reaches 0, the object
1502     * is subsequently removed and freed.
1503     *
1504     * Return value: 'op' if something is left, NULL if the amount reached 0
1505     */
1506    
1507 root 1.24 object *
1508     decrease_ob_nr (object *op, uint32 i)
1509 elmex 1.1 {
1510 root 1.29 object *tmp;
1511     player *pl;
1512 elmex 1.1
1513 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1514     return op;
1515    
1516     if (i > op->nrof)
1517     i = op->nrof;
1518    
1519     if (QUERY_FLAG (op, FLAG_REMOVED))
1520 root 1.29 op->nrof -= i;
1521 root 1.73 else if (op->env)
1522 root 1.24 {
1523     /* is this object in the players inventory, or sub container
1524     * therein?
1525     */
1526 root 1.74 tmp = op->in_player ();
1527 root 1.24 /* nope. Is this a container the player has opened?
1528     * If so, set tmp to that player.
1529     * IMO, searching through all the players will mostly
1530     * likely be quicker than following op->env to the map,
1531     * and then searching the map for a player.
1532     */
1533     if (!tmp)
1534     {
1535     for (pl = first_player; pl; pl = pl->next)
1536     if (pl->ob->container == op->env)
1537 root 1.73 {
1538     tmp = pl->ob;
1539     break;
1540     }
1541 root 1.24 }
1542 elmex 1.1
1543 root 1.24 if (i < op->nrof)
1544     {
1545     sub_weight (op->env, op->weight * i);
1546     op->nrof -= i;
1547     if (tmp)
1548 root 1.73 esrv_send_item (tmp, op);
1549 root 1.24 }
1550     else
1551     {
1552 root 1.63 op->remove ();
1553 root 1.24 op->nrof = 0;
1554     if (tmp)
1555 root 1.73 esrv_del_item (tmp->contr, op->count);
1556 elmex 1.1 }
1557     }
1558 root 1.24 else
1559 elmex 1.1 {
1560 root 1.29 object *above = op->above;
1561 elmex 1.1
1562 root 1.24 if (i < op->nrof)
1563 root 1.29 op->nrof -= i;
1564 root 1.24 else
1565     {
1566 root 1.63 op->remove ();
1567 root 1.24 op->nrof = 0;
1568     }
1569 root 1.29
1570 root 1.24 /* Since we just removed op, op->above is null */
1571 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1572 root 1.24 if (tmp->type == PLAYER)
1573     {
1574     if (op->nrof)
1575     esrv_send_item (tmp, op);
1576     else
1577     esrv_del_item (tmp->contr, op->count);
1578     }
1579 elmex 1.1 }
1580    
1581 root 1.24 if (op->nrof)
1582 root 1.29 return op;
1583 root 1.24 else
1584     {
1585 root 1.64 op->destroy ();
1586 root 1.73 return 0;
1587 elmex 1.1 }
1588     }
1589    
1590     /*
1591     * add_weight(object, weight) adds the specified weight to an object,
1592     * and also updates how much the environment(s) is/are carrying.
1593     */
1594    
1595 root 1.24 void
1596     add_weight (object *op, signed long weight)
1597     {
1598     while (op != NULL)
1599     {
1600     if (op->type == CONTAINER)
1601 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1602    
1603 root 1.24 op->carrying += weight;
1604     op = op->env;
1605     }
1606 elmex 1.1 }
1607    
1608 root 1.24 object *
1609     insert_ob_in_ob (object *op, object *where)
1610     {
1611 root 1.59 if (!where)
1612 root 1.24 {
1613 root 1.53 char *dump = dump_object (op);
1614     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615     free (dump);
1616 root 1.24 return op;
1617     }
1618 root 1.29
1619 root 1.24 if (where->head)
1620     {
1621 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 root 1.24 where = where->head;
1623     }
1624 root 1.29
1625 root 1.59 return where->insert (op);
1626     }
1627    
1628     /*
1629     * env->insert (op)
1630     * This function inserts the object op in the linked list
1631     * inside the object environment.
1632     *
1633     * The function returns now pointer to inserted item, and return value can
1634     * be != op, if items are merged. -Tero
1635     */
1636    
1637     object *
1638     object::insert (object *op)
1639     {
1640     object *tmp, *otmp;
1641    
1642     if (!QUERY_FLAG (op, FLAG_REMOVED))
1643     op->remove ();
1644    
1645 root 1.24 if (op->more)
1646     {
1647     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1648     return op;
1649     }
1650 root 1.29
1651 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1652     CLEAR_FLAG (op, FLAG_REMOVED);
1653     if (op->nrof)
1654     {
1655 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1656 root 1.66 if (object::can_merge (tmp, op))
1657 root 1.24 {
1658     /* return the original object and remove inserted object
1659     (client needs the original object) */
1660     tmp->nrof += op->nrof;
1661     /* Weight handling gets pretty funky. Since we are adding to
1662     * tmp->nrof, we need to increase the weight.
1663     */
1664 root 1.59 add_weight (this, op->weight * op->nrof);
1665 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1666 root 1.59 op->destroy (); /* free the inserted object */
1667 root 1.24 op = tmp;
1668 root 1.59 op->remove (); /* and fix old object's links */
1669 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1670     break;
1671     }
1672    
1673     /* I assume combined objects have no inventory
1674     * We add the weight - this object could have just been removed
1675     * (if it was possible to merge). calling remove_ob will subtract
1676     * the weight, so we need to add it in again, since we actually do
1677     * the linking below
1678     */
1679 root 1.59 add_weight (this, op->weight * op->nrof);
1680 root 1.24 }
1681     else
1682 root 1.59 add_weight (this, (op->weight + op->carrying));
1683 elmex 1.1
1684 root 1.74 otmp = this->in_player ();
1685 root 1.59 if (otmp && otmp->contr)
1686     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1687 root 1.78 otmp->update_stats ();
1688 elmex 1.1
1689 root 1.74 op->map = 0;
1690 root 1.59 op->env = this;
1691 root 1.74 op->above = 0;
1692     op->below = 0;
1693 root 1.24 op->x = 0, op->y = 0;
1694 elmex 1.1
1695     /* reset the light list and los of the players on the map */
1696 root 1.59 if ((op->glow_radius != 0) && map)
1697 root 1.24 {
1698 elmex 1.1 #ifdef DEBUG_LIGHTS
1699 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700     #endif /* DEBUG_LIGHTS */
1701 root 1.59 if (MAP_DARKNESS (map))
1702     update_all_los (map, x, y);
1703 root 1.24 }
1704 elmex 1.1
1705     /* Client has no idea of ordering so lets not bother ordering it here.
1706     * It sure simplifies this function...
1707     */
1708 root 1.59 if (!inv)
1709     inv = op;
1710 root 1.24 else
1711     {
1712 root 1.59 op->below = inv;
1713 elmex 1.1 op->below->above = op;
1714 root 1.59 inv = op;
1715 root 1.24 }
1716 root 1.59
1717 elmex 1.1 return op;
1718     }
1719    
1720     /*
1721     * Checks if any objects has a move_type that matches objects
1722     * that effect this object on this space. Call apply() to process
1723     * these events.
1724     *
1725     * Any speed-modification due to SLOW_MOVE() of other present objects
1726     * will affect the speed_left of the object.
1727     *
1728     * originator: Player, monster or other object that caused 'op' to be inserted
1729     * into 'map'. May be NULL.
1730     *
1731     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1732     *
1733     * 4-21-95 added code to check if appropriate skill was readied - this will
1734     * permit faster movement by the player through this terrain. -b.t.
1735     *
1736     * MSW 2001-07-08: Check all objects on space, not just those below
1737     * object being inserted. insert_ob_in_map may not put new objects
1738     * on top.
1739     */
1740    
1741 root 1.24 int
1742     check_move_on (object *op, object *originator)
1743 elmex 1.1 {
1744 root 1.48 object *tmp;
1745 root 1.49 maptile *m = op->map;
1746 root 1.48 int x = op->x, y = op->y;
1747 root 1.26
1748 root 1.48 MoveType move_on, move_slow, move_block;
1749 root 1.24
1750     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1751     return 0;
1752    
1753     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1754     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1755     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1756    
1757     /* if nothing on this space will slow op down or be applied,
1758     * no need to do checking below. have to make sure move_type
1759     * is set, as lots of objects don't have it set - we treat that
1760     * as walking.
1761     */
1762     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1763     return 0;
1764 elmex 1.1
1765 root 1.24 /* This is basically inverse logic of that below - basically,
1766     * if the object can avoid the move on or slow move, they do so,
1767     * but can't do it if the alternate movement they are using is
1768     * blocked. Logic on this seems confusing, but does seem correct.
1769     */
1770     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1771     return 0;
1772    
1773     /* The objects have to be checked from top to bottom.
1774     * Hence, we first go to the top:
1775     */
1776    
1777     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1778     {
1779     /* Trim the search when we find the first other spell effect
1780     * this helps performance so that if a space has 50 spell objects,
1781     * we don't need to check all of them.
1782     */
1783     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1784     break;
1785     }
1786 root 1.26
1787     for (; tmp; tmp = tmp->below)
1788 root 1.24 {
1789     if (tmp == op)
1790     continue; /* Can't apply yourself */
1791 elmex 1.1
1792 root 1.24 /* Check to see if one of the movement types should be slowed down.
1793     * Second check makes sure that the movement types not being slowed
1794     * (~slow_move) is not blocked on this space - just because the
1795     * space doesn't slow down swimming (for example), if you can't actually
1796     * swim on that space, can't use it to avoid the penalty.
1797     */
1798     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1799     {
1800     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802     {
1803 elmex 1.1
1804 root 1.29 float
1805     diff = tmp->move_slow_penalty * FABS (op->speed);
1806 elmex 1.1
1807 root 1.24 if (op->type == PLAYER)
1808 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810     diff /= 4.0;
1811    
1812 root 1.24 op->speed_left -= diff;
1813 root 1.8 }
1814     }
1815 elmex 1.1
1816 root 1.24 /* Basically same logic as above, except now for actual apply. */
1817     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1819     {
1820 elmex 1.72 move_apply (tmp, op, originator);
1821 root 1.24
1822 root 1.48 if (op->destroyed ())
1823 root 1.24 return 1;
1824    
1825     /* what the person/creature stepped onto has moved the object
1826     * someplace new. Don't process any further - if we did,
1827     * have a feeling strange problems would result.
1828     */
1829     if (op->map != m || op->x != x || op->y != y)
1830     return 0;
1831 root 1.8 }
1832 elmex 1.1 }
1833 root 1.26
1834 root 1.24 return 0;
1835 elmex 1.1 }
1836    
1837     /*
1838     * present_arch(arch, map, x, y) searches for any objects with
1839     * a matching archetype at the given map and coordinates.
1840     * The first matching object is returned, or NULL if none.
1841     */
1842    
1843 root 1.24 object *
1844 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1845 root 1.24 {
1846     object *
1847     tmp;
1848    
1849     if (m == NULL || out_of_map (m, x, y))
1850     {
1851     LOG (llevError, "Present_arch called outside map.\n");
1852     return NULL;
1853     }
1854     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1855     if (tmp->arch == at)
1856 elmex 1.1 return tmp;
1857     return NULL;
1858     }
1859    
1860     /*
1861     * present(type, map, x, y) searches for any objects with
1862     * a matching type variable at the given map and coordinates.
1863     * The first matching object is returned, or NULL if none.
1864     */
1865    
1866 root 1.24 object *
1867 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1868 root 1.24 {
1869     object *
1870     tmp;
1871    
1872     if (out_of_map (m, x, y))
1873     {
1874     LOG (llevError, "Present called outside map.\n");
1875     return NULL;
1876     }
1877     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878     if (tmp->type == type)
1879 elmex 1.1 return tmp;
1880     return NULL;
1881     }
1882    
1883     /*
1884     * present_in_ob(type, object) searches for any objects with
1885     * a matching type variable in the inventory of the given object.
1886     * The first matching object is returned, or NULL if none.
1887     */
1888    
1889 root 1.24 object *
1890     present_in_ob (unsigned char type, const object *op)
1891     {
1892     object *
1893     tmp;
1894    
1895     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896     if (tmp->type == type)
1897 elmex 1.1 return tmp;
1898     return NULL;
1899     }
1900    
1901     /*
1902     * present_in_ob (type, str, object) searches for any objects with
1903     * a matching type & name variable in the inventory of the given object.
1904     * The first matching object is returned, or NULL if none.
1905     * This is mostly used by spell effect code, so that we only
1906     * have one spell effect at a time.
1907     * type can be used to narrow the search - if type is set,
1908     * the type must also match. -1 can be passed for the type,
1909     * in which case the type does not need to pass.
1910     * str is the string to match against. Note that we match against
1911     * the object name, not the archetype name. this is so that the
1912     * spell code can use one object type (force), but change it's name
1913     * to be unique.
1914     */
1915    
1916 root 1.24 object *
1917     present_in_ob_by_name (int type, const char *str, const object *op)
1918     {
1919     object *
1920     tmp;
1921 elmex 1.1
1922 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923     {
1924     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925     return tmp;
1926 elmex 1.1 }
1927 root 1.24 return NULL;
1928 elmex 1.1 }
1929    
1930     /*
1931     * present_arch_in_ob(archetype, object) searches for any objects with
1932     * a matching archetype in the inventory of the given object.
1933     * The first matching object is returned, or NULL if none.
1934     */
1935    
1936 root 1.24 object *
1937     present_arch_in_ob (const archetype *at, const object *op)
1938     {
1939     object *
1940     tmp;
1941    
1942     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943     if (tmp->arch == at)
1944 elmex 1.1 return tmp;
1945     return NULL;
1946     }
1947    
1948     /*
1949     * activate recursively a flag on an object inventory
1950     */
1951 root 1.24 void
1952     flag_inv (object *op, int flag)
1953     {
1954     object *
1955     tmp;
1956    
1957     if (op->inv)
1958     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959     {
1960     SET_FLAG (tmp, flag);
1961     flag_inv (tmp, flag);
1962 elmex 1.1 }
1963 root 1.24 } /*
1964     * desactivate recursively a flag on an object inventory
1965     */
1966     void
1967     unflag_inv (object *op, int flag)
1968     {
1969     object *
1970     tmp;
1971    
1972     if (op->inv)
1973     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974     {
1975     CLEAR_FLAG (tmp, flag);
1976     unflag_inv (tmp, flag);
1977 elmex 1.1 }
1978     }
1979    
1980     /*
1981     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982     * all it's inventory (recursively).
1983     * If checksums are used, a player will get set_cheat called for
1984     * him/her-self and all object carried by a call to this function.
1985     */
1986    
1987 root 1.24 void
1988     set_cheat (object *op)
1989     {
1990     SET_FLAG (op, FLAG_WAS_WIZ);
1991     flag_inv (op, FLAG_WAS_WIZ);
1992 elmex 1.1 }
1993    
1994     /*
1995     * find_free_spot(object, map, x, y, start, stop) will search for
1996     * a spot at the given map and coordinates which will be able to contain
1997     * the given object. start and stop specifies how many squares
1998     * to search (see the freearr_x/y[] definition).
1999     * It returns a random choice among the alternatives found.
2000     * start and stop are where to start relative to the free_arr array (1,9
2001     * does all 4 immediate directions). This returns the index into the
2002     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2003     * Note - this only checks to see if there is space for the head of the
2004     * object - if it is a multispace object, this should be called for all
2005     * pieces.
2006     * Note2: This function does correctly handle tiled maps, but does not
2007     * inform the caller. However, insert_ob_in_map will update as
2008     * necessary, so the caller shouldn't need to do any special work.
2009     * Note - updated to take an object instead of archetype - this is necessary
2010     * because arch_blocked (now ob_blocked) needs to know the movement type
2011     * to know if the space in question will block the object. We can't use
2012     * the archetype because that isn't correct if the monster has been
2013     * customized, changed states, etc.
2014     */
2015    
2016 root 1.24 int
2017 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018 root 1.24 {
2019     int
2020     i,
2021     index = 0, flag;
2022     static int
2023     altern[SIZEOFFREE];
2024    
2025     for (i = start; i < stop; i++)
2026     {
2027     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028     if (!flag)
2029     altern[index++] = i;
2030    
2031     /* Basically, if we find a wall on a space, we cut down the search size.
2032     * In this way, we won't return spaces that are on another side of a wall.
2033     * This mostly work, but it cuts down the search size in all directions -
2034     * if the space being examined only has a wall to the north and empty
2035     * spaces in all the other directions, this will reduce the search space
2036     * to only the spaces immediately surrounding the target area, and
2037     * won't look 2 spaces south of the target space.
2038     */
2039 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2040 root 1.24 stop = maxfree[i];
2041 elmex 1.1 }
2042 root 1.74
2043 root 1.24 if (!index)
2044     return -1;
2045 root 1.74
2046 root 1.24 return altern[RANDOM () % index];
2047 elmex 1.1 }
2048    
2049     /*
2050 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2051 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2052     * But it will return the first available spot, not a random choice.
2053     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054     */
2055    
2056 root 1.24 int
2057 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058 root 1.24 {
2059     int
2060     i;
2061    
2062     for (i = 0; i < SIZEOFFREE; i++)
2063     {
2064     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065     return i;
2066 elmex 1.1 }
2067 root 1.24 return -1;
2068 elmex 1.1 }
2069    
2070     /*
2071     * The function permute(arr, begin, end) randomly reorders the array
2072     * arr[begin..end-1].
2073     */
2074 root 1.24 static void
2075     permute (int *arr, int begin, int end)
2076 elmex 1.1 {
2077 root 1.24 int
2078     i,
2079     j,
2080     tmp,
2081     len;
2082 elmex 1.1
2083 root 1.24 len = end - begin;
2084     for (i = begin; i < end; i++)
2085 elmex 1.1 {
2086 root 1.24 j = begin + RANDOM () % len;
2087 elmex 1.1
2088 root 1.24 tmp = arr[i];
2089     arr[i] = arr[j];
2090     arr[j] = tmp;
2091 elmex 1.1 }
2092     }
2093    
2094     /* new function to make monster searching more efficient, and effective!
2095     * This basically returns a randomized array (in the passed pointer) of
2096     * the spaces to find monsters. In this way, it won't always look for
2097     * monsters to the north first. However, the size of the array passed
2098     * covers all the spaces, so within that size, all the spaces within
2099     * the 3x3 area will be searched, just not in a predictable order.
2100     */
2101 root 1.24 void
2102     get_search_arr (int *search_arr)
2103 elmex 1.1 {
2104 root 1.24 int
2105     i;
2106 elmex 1.1
2107 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2108 elmex 1.1 {
2109 root 1.24 search_arr[i] = i;
2110 elmex 1.1 }
2111    
2112 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115 elmex 1.1 }
2116    
2117     /*
2118     * find_dir(map, x, y, exclude) will search some close squares in the
2119     * given map at the given coordinates for live objects.
2120     * It will not considered the object given as exclude among possible
2121     * live objects.
2122     * It returns the direction toward the first/closest live object if finds
2123     * any, otherwise 0.
2124     * Perhaps incorrectly, but I'm making the assumption that exclude
2125     * is actually want is going to try and move there. We need this info
2126     * because we have to know what movement the thing looking to move
2127     * there is capable of.
2128     */
2129    
2130 root 1.24 int
2131 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2132 root 1.24 {
2133     int
2134     i,
2135     max = SIZEOFFREE, mflags;
2136 root 1.29
2137     sint16 nx, ny;
2138 root 1.24 object *
2139     tmp;
2140 root 1.49 maptile *
2141 root 1.24 mp;
2142 root 1.29
2143     MoveType blocked, move_type;
2144 root 1.24
2145     if (exclude && exclude->head)
2146     {
2147     exclude = exclude->head;
2148     move_type = exclude->move_type;
2149     }
2150     else
2151     {
2152     /* If we don't have anything, presume it can use all movement types. */
2153     move_type = MOVE_ALL;
2154     }
2155    
2156     for (i = 1; i < max; i++)
2157     {
2158     mp = m;
2159     nx = x + freearr_x[i];
2160     ny = y + freearr_y[i];
2161    
2162     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163 root 1.75
2164 root 1.24 if (mflags & P_OUT_OF_MAP)
2165 root 1.75 max = maxfree[i];
2166 root 1.24 else
2167     {
2168     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2169    
2170     if ((move_type & blocked) == move_type)
2171 root 1.75 max = maxfree[i];
2172 root 1.24 else if (mflags & P_IS_ALIVE)
2173     {
2174 root 1.75 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2175     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176     break;
2177    
2178 root 1.24 if (tmp)
2179 root 1.75 return freedir[i];
2180 root 1.8 }
2181     }
2182 elmex 1.1 }
2183 root 1.75
2184 root 1.24 return 0;
2185 elmex 1.1 }
2186    
2187     /*
2188     * distance(object 1, object 2) will return the square of the
2189     * distance between the two given objects.
2190     */
2191    
2192 root 1.24 int
2193     distance (const object *ob1, const object *ob2)
2194     {
2195 root 1.75 int i;
2196 root 1.24
2197     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 elmex 1.1 return i;
2199     }
2200    
2201     /*
2202     * find_dir_2(delta-x,delta-y) will return a direction in which
2203     * an object which has subtracted the x and y coordinates of another
2204     * object, needs to travel toward it.
2205     */
2206    
2207 root 1.24 int
2208     find_dir_2 (int x, int y)
2209     {
2210 root 1.75 int q;
2211 elmex 1.1
2212 root 1.24 if (y)
2213     q = x * 100 / y;
2214 elmex 1.1 else if (x)
2215 root 1.24 q = -300 * x;
2216 elmex 1.1 else
2217     return 0;
2218    
2219 root 1.24 if (y > 0)
2220     {
2221     if (q < -242)
2222     return 3;
2223     if (q < -41)
2224     return 2;
2225     if (q < 41)
2226     return 1;
2227     if (q < 242)
2228     return 8;
2229     return 7;
2230     }
2231 elmex 1.1
2232     if (q < -242)
2233 root 1.24 return 7;
2234 elmex 1.1 if (q < -41)
2235 root 1.24 return 6;
2236 elmex 1.1 if (q < 41)
2237 root 1.24 return 5;
2238 elmex 1.1 if (q < 242)
2239 root 1.24 return 4;
2240 elmex 1.1
2241 root 1.24 return 3;
2242 elmex 1.1 }
2243    
2244     /*
2245     * absdir(int): Returns a number between 1 and 8, which represent
2246     * the "absolute" direction of a number (it actually takes care of
2247     * "overflow" in previous calculations of a direction).
2248     */
2249    
2250 root 1.24 int
2251     absdir (int d)
2252     {
2253     while (d < 1)
2254     d += 8;
2255     while (d > 8)
2256     d -= 8;
2257 elmex 1.1 return d;
2258     }
2259    
2260     /*
2261     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262     * between two directions (which are expected to be absolute (see absdir())
2263     */
2264    
2265 root 1.24 int
2266     dirdiff (int dir1, int dir2)
2267     {
2268     int
2269     d;
2270    
2271     d = abs (dir1 - dir2);
2272     if (d > 4)
2273 elmex 1.1 d = 8 - d;
2274     return d;
2275     }
2276    
2277     /* peterm:
2278     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2279     * Basically, this is a table of directions, and what directions
2280     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2281     * This basically means that if direction is 15, then it could either go
2282     * direction 4, 14, or 16 to get back to where we are.
2283     * Moved from spell_util.c to object.c with the other related direction
2284     * functions.
2285     */
2286    
2287 root 1.24 int
2288     reduction_dir[SIZEOFFREE][3] = {
2289     {0, 0, 0}, /* 0 */
2290     {0, 0, 0}, /* 1 */
2291     {0, 0, 0}, /* 2 */
2292     {0, 0, 0}, /* 3 */
2293     {0, 0, 0}, /* 4 */
2294     {0, 0, 0}, /* 5 */
2295     {0, 0, 0}, /* 6 */
2296     {0, 0, 0}, /* 7 */
2297     {0, 0, 0}, /* 8 */
2298     {8, 1, 2}, /* 9 */
2299     {1, 2, -1}, /* 10 */
2300     {2, 10, 12}, /* 11 */
2301     {2, 3, -1}, /* 12 */
2302     {2, 3, 4}, /* 13 */
2303     {3, 4, -1}, /* 14 */
2304     {4, 14, 16}, /* 15 */
2305     {5, 4, -1}, /* 16 */
2306     {4, 5, 6}, /* 17 */
2307     {6, 5, -1}, /* 18 */
2308     {6, 20, 18}, /* 19 */
2309     {7, 6, -1}, /* 20 */
2310     {6, 7, 8}, /* 21 */
2311     {7, 8, -1}, /* 22 */
2312     {8, 22, 24}, /* 23 */
2313     {8, 1, -1}, /* 24 */
2314     {24, 9, 10}, /* 25 */
2315     {9, 10, -1}, /* 26 */
2316     {10, 11, -1}, /* 27 */
2317     {27, 11, 29}, /* 28 */
2318     {11, 12, -1}, /* 29 */
2319     {12, 13, -1}, /* 30 */
2320     {12, 13, 14}, /* 31 */
2321     {13, 14, -1}, /* 32 */
2322     {14, 15, -1}, /* 33 */
2323     {33, 15, 35}, /* 34 */
2324     {16, 15, -1}, /* 35 */
2325     {17, 16, -1}, /* 36 */
2326     {18, 17, 16}, /* 37 */
2327     {18, 17, -1}, /* 38 */
2328     {18, 19, -1}, /* 39 */
2329     {41, 19, 39}, /* 40 */
2330     {19, 20, -1}, /* 41 */
2331     {20, 21, -1}, /* 42 */
2332     {20, 21, 22}, /* 43 */
2333     {21, 22, -1}, /* 44 */
2334     {23, 22, -1}, /* 45 */
2335     {45, 47, 23}, /* 46 */
2336     {23, 24, -1}, /* 47 */
2337     {24, 9, -1}
2338     }; /* 48 */
2339 elmex 1.1
2340     /* Recursive routine to step back and see if we can
2341     * find a path to that monster that we found. If not,
2342     * we don't bother going toward it. Returns 1 if we
2343     * can see a direct way to get it
2344     * Modified to be map tile aware -.MSW
2345     */
2346 root 1.24 int
2347 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2348 root 1.24 {
2349 root 1.29 sint16 dx, dy;
2350 root 1.75 int mflags;
2351 root 1.24
2352     if (dir < 0)
2353     return 0; /* exit condition: invalid direction */
2354    
2355     dx = x + freearr_x[dir];
2356     dy = y + freearr_y[dir];
2357    
2358     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2359    
2360     /* This functional arguably was incorrect before - it was
2361     * checking for P_WALL - that was basically seeing if
2362     * we could move to the monster - this is being more
2363     * literal on if we can see it. To know if we can actually
2364     * move to the monster, we'd need the monster passed in or
2365     * at least its move type.
2366     */
2367     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2368     return 0;
2369    
2370     /* yes, can see. */
2371     if (dir < 9)
2372     return 1;
2373 root 1.75
2374     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2375     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2376     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2377 root 1.24 }
2378    
2379 elmex 1.1 /*
2380     * can_pick(picker, item): finds out if an object is possible to be
2381     * picked up by the picker. Returnes 1 if it can be
2382     * picked up, otherwise 0.
2383     *
2384     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2385     * core dumps if they do.
2386     *
2387     * Add a check so we can't pick up invisible objects (0.93.8)
2388     */
2389    
2390 root 1.24 int
2391     can_pick (const object *who, const object *item)
2392     {
2393     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2394     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2395     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2396 elmex 1.1 }
2397    
2398     /*
2399     * create clone from object to another
2400     */
2401 root 1.24 object *
2402     object_create_clone (object *asrc)
2403     {
2404 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2405 elmex 1.1
2406 root 1.24 if (!asrc)
2407 root 1.62 return 0;
2408    
2409 root 1.24 src = asrc;
2410     if (src->head)
2411     src = src->head;
2412    
2413 root 1.62 prev = 0;
2414 root 1.24 for (part = src; part; part = part->more)
2415     {
2416 root 1.65 tmp = part->clone ();
2417 root 1.24 tmp->x -= src->x;
2418     tmp->y -= src->y;
2419 root 1.62
2420 root 1.24 if (!part->head)
2421     {
2422     dst = tmp;
2423 root 1.62 tmp->head = 0;
2424 root 1.24 }
2425     else
2426 root 1.75 tmp->head = dst;
2427 root 1.62
2428     tmp->more = 0;
2429    
2430 root 1.24 if (prev)
2431     prev->more = tmp;
2432 root 1.62
2433 root 1.24 prev = tmp;
2434 elmex 1.1 }
2435 root 1.24
2436     for (item = src->inv; item; item = item->below)
2437 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2438 elmex 1.1
2439 root 1.24 return dst;
2440 elmex 1.1 }
2441    
2442     /* GROS - Creates an object using a string representing its content. */
2443     /* Basically, we save the content of the string to a temp file, then call */
2444     /* load_object on it. I admit it is a highly inefficient way to make things, */
2445     /* but it was simple to make and allows reusing the load_object function. */
2446     /* Remember not to use load_object_str in a time-critical situation. */
2447     /* Also remember that multiparts objects are not supported for now. */
2448    
2449 root 1.24 object *
2450     load_object_str (const char *obstr)
2451 elmex 1.1 {
2452 root 1.48 object *op;
2453     char filename[MAX_BUF];
2454 root 1.9
2455 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456    
2457 root 1.48 FILE *tempfile = fopen (filename, "w");
2458 root 1.24
2459     if (tempfile == NULL)
2460 elmex 1.1 {
2461 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2462     return NULL;
2463 root 1.41 }
2464    
2465 root 1.24 fprintf (tempfile, obstr);
2466     fclose (tempfile);
2467 elmex 1.1
2468 root 1.64 op = object::create ();
2469 elmex 1.1
2470 root 1.29 object_thawer thawer (filename);
2471 root 1.13
2472 root 1.24 if (thawer)
2473     load_object (thawer, op, 0);
2474 root 1.13
2475 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476     CLEAR_FLAG (op, FLAG_REMOVED);
2477 root 1.9
2478 root 1.24 return op;
2479 elmex 1.1 }
2480    
2481     /* This returns the first object in who's inventory that
2482     * has the same type and subtype match.
2483     * returns NULL if no match.
2484     */
2485 root 1.24 object *
2486     find_obj_by_type_subtype (const object *who, int type, int subtype)
2487 elmex 1.1 {
2488 root 1.48 object *tmp;
2489 elmex 1.1
2490 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2491     if (tmp->type == type && tmp->subtype == subtype)
2492     return tmp;
2493 elmex 1.1
2494 root 1.24 return NULL;
2495 elmex 1.1 }
2496    
2497     /* If ob has a field named key, return the link from the list,
2498     * otherwise return NULL.
2499     *
2500     * key must be a passed in shared string - otherwise, this won't
2501     * do the desired thing.
2502     */
2503 root 1.24 key_value *
2504     get_ob_key_link (const object *ob, const char *key)
2505     {
2506 root 1.48 key_value *link;
2507 root 1.24
2508     for (link = ob->key_values; link != NULL; link = link->next)
2509 root 1.48 if (link->key == key)
2510     return link;
2511 root 1.24
2512     return NULL;
2513     }
2514 elmex 1.1
2515     /*
2516     * Returns the value of op has an extra_field for key, or NULL.
2517     *
2518     * The argument doesn't need to be a shared string.
2519     *
2520     * The returned string is shared.
2521     */
2522 root 1.24 const char *
2523     get_ob_key_value (const object *op, const char *const key)
2524     {
2525 root 1.35 key_value *link;
2526     shstr_cmp canonical_key (key);
2527 root 1.24
2528 root 1.35 if (!canonical_key)
2529 root 1.24 {
2530     /* 1. There being a field named key on any object
2531     * implies there'd be a shared string to find.
2532     * 2. Since there isn't, no object has this field.
2533     * 3. Therefore, *this* object doesn't have this field.
2534     */
2535 root 1.35 return 0;
2536 elmex 1.1 }
2537    
2538 root 1.24 /* This is copied from get_ob_key_link() above -
2539     * only 4 lines, and saves the function call overhead.
2540     */
2541 root 1.35 for (link = op->key_values; link; link = link->next)
2542     if (link->key == canonical_key)
2543     return link->value;
2544    
2545     return 0;
2546 elmex 1.1 }
2547    
2548    
2549     /*
2550     * Updates the canonical_key in op to value.
2551     *
2552     * canonical_key is a shared string (value doesn't have to be).
2553     *
2554     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2555     * keys.
2556     *
2557     * Returns TRUE on success.
2558     */
2559 root 1.24 int
2560     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561     {
2562     key_value *
2563     field = NULL, *last = NULL;
2564    
2565     for (field = op->key_values; field != NULL; field = field->next)
2566     {
2567     if (field->key != canonical_key)
2568     {
2569     last = field;
2570     continue;
2571     }
2572    
2573     if (value)
2574     field->value = value;
2575     else
2576     {
2577     /* Basically, if the archetype has this key set,
2578     * we need to store the null value so when we save
2579     * it, we save the empty value so that when we load,
2580     * we get this value back again.
2581     */
2582     if (get_ob_key_link (&op->arch->clone, canonical_key))
2583     field->value = 0;
2584     else
2585     {
2586     if (last)
2587     last->next = field->next;
2588     else
2589     op->key_values = field->next;
2590    
2591 root 1.29 delete field;
2592 root 1.24 }
2593     }
2594     return TRUE;
2595     }
2596     /* IF we get here, key doesn't exist */
2597    
2598     /* No field, we'll have to add it. */
2599    
2600     if (!add_key)
2601     {
2602     return FALSE;
2603     }
2604     /* There isn't any good reason to store a null
2605     * value in the key/value list. If the archetype has
2606     * this key, then we should also have it, so shouldn't
2607     * be here. If user wants to store empty strings,
2608     * should pass in ""
2609     */
2610     if (value == NULL)
2611 elmex 1.1 return TRUE;
2612 root 1.24
2613     field = new key_value;
2614    
2615     field->key = canonical_key;
2616     field->value = value;
2617     /* Usual prepend-addition. */
2618     field->next = op->key_values;
2619     op->key_values = field;
2620    
2621     return TRUE;
2622 elmex 1.1 }
2623    
2624     /*
2625     * Updates the key in op to value.
2626     *
2627     * If add_key is FALSE, this will only update existing keys,
2628     * and not add new ones.
2629     * In general, should be little reason FALSE is ever passed in for add_key
2630     *
2631     * Returns TRUE on success.
2632     */
2633 root 1.24 int
2634     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2635 root 1.11 {
2636 root 1.29 shstr key_ (key);
2637 root 1.24
2638 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2639 elmex 1.1 }
2640 root 1.31
2641 root 1.34 object::depth_iterator::depth_iterator (object *container)
2642     : iterator_base (container)
2643     {
2644     while (item->inv)
2645     item = item->inv;
2646     }
2647    
2648 root 1.31 void
2649 root 1.34 object::depth_iterator::next ()
2650 root 1.31 {
2651 root 1.34 if (item->below)
2652     {
2653     item = item->below;
2654    
2655     while (item->inv)
2656     item = item->inv;
2657     }
2658 root 1.31 else
2659 root 1.34 item = item->env;
2660 root 1.31 }
2661 root 1.34
2662 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2663     const char *
2664     object::debug_desc (char *info) const
2665     {
2666     char info2[256 * 3];
2667     char *p = info;
2668    
2669     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2670     count,
2671     &name,
2672     title ? " " : "",
2673     title ? (const char *)title : "");
2674    
2675     if (env)
2676     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677    
2678     if (map)
2679     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2680    
2681     return info;
2682     }
2683    
2684     const char *
2685     object::debug_desc () const
2686     {
2687     static char info[256 * 3];
2688     return debug_desc (info);
2689     }
2690