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/cvs/deliantra/server/common/object.C
Revision: 1.80
Committed: Sat Dec 23 06:41:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.79: +1 -1 lines
Log Message:
- rename flags => flag (because its rpedominantly used singular),
- remove remaining use of the flags array semantics

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 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 root 1.68 || ob1->arch != ob2->arch
228     || ob1->name != ob2->name
229     || ob1->title != ob2->title
230     || ob1->msg != ob2->msg
231     || ob1->weight != ob2->weight
232     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234     || ob1->attacktype != ob2->attacktype
235     || ob1->magic != ob2->magic
236     || ob1->slaying != ob2->slaying
237     || ob1->skill != ob2->skill
238     || ob1->value != ob2->value
239     || ob1->animation_id != ob2->animation_id
240     || ob1->client_type != ob2->client_type
241     || ob1->materialname != ob2->materialname
242     || ob1->lore != ob2->lore
243     || ob1->subtype != ob2->subtype
244     || ob1->move_type != ob2->move_type
245     || ob1->move_block != ob2->move_block
246     || ob1->move_allow != ob2->move_allow
247     || ob1->move_on != ob2->move_on
248     || ob1->move_off != ob2->move_off
249     || ob1->move_slow != ob2->move_slow
250     || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 root 1.16 return 0;
252    
253     /* This is really a spellbook check - really, we should
254     * check all objects in the inventory.
255     */
256     if (ob1->inv || ob2->inv)
257     {
258     /* if one object has inventory but the other doesn't, not equiv */
259     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 root 1.24 return 0;
261 root 1.16
262     /* Now check to see if the two inventory objects could merge */
263 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* inventory ok - still need to check rest of this object to see
267     * if it is valid.
268     */
269     }
270 elmex 1.1
271 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
272     * it is possible for most any character to have more than one of
273     * some items equipped, and we don't want those to merge.
274     */
275     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276     return 0;
277 elmex 1.1
278 root 1.16 /* Note sure why the following is the case - either the object has to
279     * be animated or have a very low speed. Is this an attempted monster
280     * check?
281     */
282 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 root 1.11
488 root 1.64 if (self || cb)
489     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 root 1.11
491 root 1.24 if (is_freed)
492 root 1.64 SET_FLAG (dst, FLAG_FREED);
493 root 1.59
494 root 1.24 if (is_removed)
495 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
496 elmex 1.1
497 root 1.64 if (speed < 0)
498     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 elmex 1.1
500 root 1.11 /* Copy over key_values, if any. */
501 root 1.64 if (key_values)
502 root 1.14 {
503 root 1.23 key_value *tail = 0;
504 root 1.11 key_value *i;
505 elmex 1.1
506 root 1.64 dst->key_values = 0;
507 elmex 1.1
508 root 1.64 for (i = key_values; i; i = i->next)
509 root 1.11 {
510     key_value *new_link = new key_value;
511 root 1.8
512 root 1.24 new_link->next = 0;
513     new_link->key = i->key;
514 root 1.11 new_link->value = i->value;
515    
516     /* Try and be clever here, too. */
517 root 1.64 if (!dst->key_values)
518 root 1.11 {
519 root 1.64 dst->key_values = new_link;
520 root 1.11 tail = new_link;
521 root 1.8 }
522 root 1.11 else
523     {
524     tail->next = new_link;
525     tail = new_link;
526     }
527 root 1.14 }
528     }
529 root 1.2
530 root 1.64 update_ob_speed (dst);
531 elmex 1.1 }
532    
533 root 1.65 object *
534     object::clone ()
535     {
536     object *neu = create ();
537     copy_to (neu);
538     return neu;
539     }
540    
541 elmex 1.1 /*
542     * If an object with the IS_TURNABLE() flag needs to be turned due
543     * to the closest player being on the other side, this function can
544     * be called to update the face variable, _and_ how it looks on the map.
545     */
546    
547 root 1.24 void
548     update_turn_face (object *op)
549     {
550     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
551     return;
552     SET_ANIMATION (op, op->direction);
553     update_object (op, UP_OBJ_FACE);
554 elmex 1.1 }
555    
556     /*
557     * Updates the speed of an object. If the speed changes from 0 to another
558     * value, or vice versa, then add/remove the object from the active list.
559     * This function needs to be called whenever the speed of an object changes.
560     */
561 root 1.24 void
562     update_ob_speed (object *op)
563     {
564     extern int arch_init;
565 elmex 1.1
566 root 1.24 /* No reason putting the archetypes objects on the speed list,
567     * since they never really need to be updated.
568     */
569 elmex 1.1
570 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571     {
572     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
573 elmex 1.1 #ifdef MANY_CORES
574 root 1.24 abort ();
575 elmex 1.1 #else
576 root 1.24 op->speed = 0;
577 elmex 1.1 #endif
578     }
579 root 1.31
580 root 1.24 if (arch_init)
581 root 1.31 return;
582    
583 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584     {
585     /* If already on active list, don't do anything */
586     if (op->active_next || op->active_prev || op == active_objects)
587 root 1.8 return;
588 root 1.24
589     /* process_events() expects us to insert the object at the beginning
590     * of the list. */
591     op->active_next = active_objects;
592 root 1.31
593 root 1.24 if (op->active_next != NULL)
594     op->active_next->active_prev = op;
595 root 1.31
596 root 1.24 active_objects = op;
597 elmex 1.1 }
598 root 1.24 else
599     {
600     /* If not on the active list, nothing needs to be done */
601     if (!op->active_next && !op->active_prev && op != active_objects)
602     return;
603    
604     if (op->active_prev == NULL)
605     {
606     active_objects = op->active_next;
607 root 1.31
608 root 1.24 if (op->active_next != NULL)
609     op->active_next->active_prev = NULL;
610 root 1.8 }
611 root 1.24 else
612     {
613     op->active_prev->active_next = op->active_next;
614 root 1.31
615 root 1.24 if (op->active_next)
616     op->active_next->active_prev = op->active_prev;
617     }
618 root 1.31
619 root 1.24 op->active_next = NULL;
620     op->active_prev = NULL;
621 elmex 1.1 }
622     }
623    
624     /* This function removes object 'op' from the list of active
625     * objects.
626     * This should only be used for style maps or other such
627     * reference maps where you don't want an object that isn't
628     * in play chewing up cpu time getting processed.
629     * The reverse of this is to call update_ob_speed, which
630     * will do the right thing based on the speed of the object.
631     */
632 root 1.24 void
633     remove_from_active_list (object *op)
634 elmex 1.1 {
635 root 1.24 /* If not on the active list, nothing needs to be done */
636     if (!op->active_next && !op->active_prev && op != active_objects)
637     return;
638 elmex 1.1
639 root 1.24 if (op->active_prev == NULL)
640     {
641     active_objects = op->active_next;
642     if (op->active_next != NULL)
643     op->active_next->active_prev = NULL;
644 elmex 1.1 }
645 root 1.24 else
646     {
647     op->active_prev->active_next = op->active_next;
648     if (op->active_next)
649     op->active_next->active_prev = op->active_prev;
650 elmex 1.1 }
651 root 1.24 op->active_next = NULL;
652     op->active_prev = NULL;
653 elmex 1.1 }
654    
655     /*
656 root 1.75 * update_object() updates the the map.
657 elmex 1.1 * It takes into account invisible objects (and represent squares covered
658     * by invisible objects by whatever is below them (unless it's another
659     * invisible object, etc...)
660     * If the object being updated is beneath a player, the look-window
661     * of that player is updated (this might be a suboptimal way of
662     * updating that window, though, since update_object() is called _often_)
663     *
664     * action is a hint of what the caller believes need to be done.
665     * current action are:
666     * UP_OBJ_INSERT: op was inserted
667     * UP_OBJ_REMOVE: op was removed
668     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
669     * as that is easier than trying to look at what may have changed.
670     * UP_OBJ_FACE: only the objects face has changed.
671     */
672 root 1.24 void
673     update_object (object *op, int action)
674     {
675     MoveType move_on, move_off, move_block, move_slow;
676    
677     if (op == NULL)
678     {
679     /* this should never happen */
680     LOG (llevDebug, "update_object() called for NULL object.\n");
681     return;
682 elmex 1.1 }
683 root 1.24
684 root 1.75 if (op->env)
685 root 1.24 {
686     /* Animation is currently handled by client, so nothing
687     * to do in this case.
688     */
689     return;
690 elmex 1.1 }
691    
692 root 1.24 /* If the map is saving, don't do anything as everything is
693     * going to get freed anyways.
694     */
695     if (!op->map || op->map->in_memory == MAP_SAVING)
696     return;
697    
698     /* make sure the object is within map boundaries */
699     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
700     {
701     LOG (llevError, "update_object() called for object out of map!\n");
702 elmex 1.1 #ifdef MANY_CORES
703 root 1.24 abort ();
704 elmex 1.1 #endif
705 root 1.24 return;
706 elmex 1.1 }
707    
708 root 1.76 mapspace &m = op->ms ();
709 elmex 1.1
710 root 1.75 if (m.flags_ & P_NEED_UPDATE)
711     /* nop */;
712     else if (action == UP_OBJ_INSERT)
713     {
714     // this is likely overkill, TODO: revisit (schmorp)
715     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
717     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
718     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
720     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
721     || (m.move_on | op->move_on ) != m.move_on
722     || (m.move_off | op->move_off ) != m.move_off
723     || (m.move_slow | op->move_slow) != m.move_slow
724     /* This isn't perfect, but I don't expect a lot of objects to
725     * to have move_allow right now.
726     */
727     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729     m.flags_ = P_NEED_UPDATE;
730     }
731     /* if the object is being removed, we can't make intelligent
732     * decisions, because remove_ob can't really pass the object
733     * that is being removed.
734     */
735 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 root 1.75 m.flags_ = P_NEED_UPDATE;
737 root 1.24 else if (action == UP_OBJ_FACE)
738 root 1.29 /* Nothing to do for that case */ ;
739 root 1.24 else
740 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 elmex 1.1
742 root 1.75 if (op->more)
743 root 1.24 update_object (op->more, action);
744 elmex 1.1 }
745    
746 root 1.45 object::vector object::mortals;
747     object::vector object::objects; // not yet used
748     object *object::first;
749 root 1.21
750     void object::free_mortals ()
751     {
752 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 root 1.30 if ((*i)->refcnt)
754     ++i; // further delay freeing
755     else
756 root 1.25 {
757 root 1.40 delete *i;
758 root 1.25 mortals.erase (i);
759     }
760 root 1.21 }
761    
762     object::object ()
763     {
764 root 1.22 SET_FLAG (this, FLAG_REMOVED);
765    
766     expmul = 1.0;
767     face = blank_face;
768     }
769    
770     object::~object ()
771     {
772     free_key_values (this);
773     }
774    
775 root 1.24 void object::link ()
776 root 1.22 {
777 root 1.21 count = ++ob_count;
778 root 1.41 uuid = gen_uuid ();
779 root 1.21
780     prev = 0;
781 root 1.45 next = object::first;
782 root 1.21
783 root 1.45 if (object::first)
784     object::first->prev = this;
785 root 1.21
786 root 1.45 object::first = this;
787 root 1.21 }
788    
789 root 1.24 void object::unlink ()
790 root 1.21 {
791 root 1.45 if (this == object::first)
792     object::first = next;
793 root 1.38
794 root 1.22 /* Remove this object from the list of used objects */
795 root 1.41 if (prev) prev->next = next;
796     if (next) next->prev = prev;
797 root 1.25
798 root 1.41 prev = 0;
799     next = 0;
800 root 1.24 }
801 root 1.21
802     object *object::create ()
803     {
804 root 1.42 object *op = new object;
805 root 1.22 op->link ();
806     return op;
807 root 1.21 }
808 elmex 1.1
809     /*
810     * free_object() frees everything allocated by an object, removes
811     * it from the list of used objects, and puts it on the list of
812     * free objects. The IS_FREED() flag is set in the object.
813     * The object must have been removed by remove_ob() first for
814     * this function to succeed.
815     *
816 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
817 elmex 1.1 * inventory to the ground.
818     */
819 root 1.52 void object::destroy (bool destroy_inventory)
820 root 1.14 {
821 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
822     return;
823    
824 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
825     remove_friendly_object (this);
826    
827 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 root 1.63 remove ();
829 root 1.14
830 root 1.29 SET_FLAG (this, FLAG_FREED);
831 root 1.14
832 root 1.21 if (more)
833 root 1.14 {
834 root 1.52 more->destroy (destroy_inventory);
835 root 1.21 more = 0;
836 elmex 1.1 }
837    
838 root 1.21 if (inv)
839 root 1.14 {
840     /* Only if the space blocks everything do we not process -
841 root 1.17 * if some form of movement is allowed, let objects
842 root 1.14 * drop on that space.
843     */
844 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 root 1.24 {
846 root 1.29 object *op = inv;
847 root 1.24
848     while (op)
849     {
850 root 1.29 object *tmp = op->below;
851 root 1.52 op->destroy (destroy_inventory);
852 root 1.24 op = tmp;
853     }
854     }
855 root 1.14 else
856 root 1.24 { /* Put objects in inventory onto this space */
857 root 1.29 object *op = inv;
858 root 1.24
859     while (op)
860     {
861 root 1.29 object *tmp = op->below;
862 root 1.14
863 root 1.63 op->remove ();
864 root 1.24
865     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 root 1.64 op->destroy ();
868 root 1.24 else
869     {
870     op->x = x;
871     op->y = y;
872     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873     }
874    
875     op = tmp;
876     }
877     }
878 root 1.14 }
879    
880 root 1.57 // hack to ensure that freed objects still have a valid map
881     {
882     static maptile *freed_map; // freed objects are moved here to avoid crashes
883    
884     if (!freed_map)
885     {
886     freed_map = new maptile;
887    
888     freed_map->name = "/internal/freed_objects_map";
889     freed_map->width = 3;
890     freed_map->height = 3;
891    
892     freed_map->allocate ();
893     }
894    
895     map = freed_map;
896     x = 1;
897     y = 1;
898     }
899    
900 root 1.44 // clear those pointers that likely might have circular references to us
901     owner = 0;
902     enemy = 0;
903     attacked_by = 0;
904 root 1.25
905 root 1.52 // only relevant for players(?), but make sure of it anyways
906     contr = 0;
907    
908 root 1.14 /* Remove object from the active list */
909 root 1.21 speed = 0;
910     update_ob_speed (this);
911 elmex 1.1
912 root 1.22 unlink ();
913    
914 root 1.21 mortals.push_back (this);
915 elmex 1.1 }
916    
917     /*
918     * sub_weight() recursively (outwards) subtracts a number from the
919     * weight of an object (and what is carried by it's environment(s)).
920     */
921 root 1.24 void
922     sub_weight (object *op, signed long weight)
923     {
924     while (op != NULL)
925     {
926     if (op->type == CONTAINER)
927 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928    
929 root 1.24 op->carrying -= weight;
930     op = op->env;
931 elmex 1.1 }
932     }
933    
934 root 1.63 /* op->remove ():
935 elmex 1.1 * This function removes the object op from the linked list of objects
936     * which it is currently tied to. When this function is done, the
937     * object will have no environment. If the object previously had an
938     * environment, the x and y coordinates will be updated to
939     * the previous environment.
940     * Beware: This function is called from the editor as well!
941     */
942 root 1.24 void
943 root 1.59 object::remove ()
944 root 1.24 {
945 root 1.45 object *tmp, *last = 0;
946     object *otmp;
947 root 1.26
948 root 1.45 int check_walk_off;
949 root 1.24
950 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
951 root 1.29 return;
952 root 1.24
953 root 1.59 SET_FLAG (this, FLAG_REMOVED);
954 root 1.26
955 root 1.59 if (more)
956     more->remove ();
957 root 1.24
958     /*
959     * In this case, the object to be removed is in someones
960     * inventory.
961     */
962 root 1.59 if (env)
963 root 1.24 {
964 root 1.59 if (nrof)
965     sub_weight (env, weight * nrof);
966 root 1.24 else
967 root 1.59 sub_weight (env, weight + carrying);
968 root 1.24
969     /* NO_FIX_PLAYER is set when a great many changes are being
970     * made to players inventory. If set, avoiding the call
971     * to save cpu time.
972     */
973 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 root 1.78 otmp->update_stats ();
975 root 1.24
976 root 1.59 if (above != NULL)
977     above->below = below;
978 root 1.24 else
979 root 1.59 env->inv = below;
980 root 1.24
981 root 1.59 if (below != NULL)
982     below->above = above;
983 root 1.24
984     /* we set up values so that it could be inserted into
985     * the map, but we don't actually do that - it is up
986     * to the caller to decide what we want to do.
987     */
988 root 1.59 x = env->x, y = env->y;
989     map = env->map;
990     above = 0, below = 0;
991     env = 0;
992     }
993     else if (map)
994     {
995 root 1.29 /* Re did the following section of code - it looks like it had
996     * lots of logic for things we no longer care about
997 root 1.24 */
998 elmex 1.1
999 root 1.29 /* link the object above us */
1000 root 1.59 if (above)
1001     above->below = below;
1002 root 1.29 else
1003 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1004 root 1.24
1005 root 1.29 /* Relink the object below us, if there is one */
1006 root 1.59 if (below)
1007     below->above = above;
1008 root 1.29 else
1009     {
1010     /* Nothing below, which means we need to relink map object for this space
1011     * use translated coordinates in case some oddness with map tiling is
1012     * evident
1013     */
1014 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1015 root 1.29 {
1016 root 1.59 char *dump = dump_object (this);
1017 root 1.29 LOG (llevError,
1018 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);
1019     free (dump);
1020 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1021 root 1.53 LOG (llevError, "%s\n", dump);
1022     free (dump);
1023 root 1.29 }
1024 elmex 1.1
1025 root 1.75 map->at (x, y).bottom = above; /* goes on above it. */
1026 root 1.8 }
1027 root 1.26
1028 root 1.59 above = 0;
1029     below = 0;
1030 root 1.26
1031 root 1.59 if (map->in_memory == MAP_SAVING)
1032 root 1.29 return;
1033 elmex 1.1
1034 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035 elmex 1.1
1036 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 root 1.24 {
1038 root 1.29 /* No point updating the players look faces if he is the object
1039     * being removed.
1040 root 1.24 */
1041 root 1.29
1042 root 1.59 if (tmp->type == PLAYER && tmp != this)
1043 root 1.24 {
1044 root 1.29 /* If a container that the player is currently using somehow gets
1045     * removed (most likely destroyed), update the player view
1046     * appropriately.
1047     */
1048 root 1.59 if (tmp->container == this)
1049 root 1.29 {
1050 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1051     tmp->container = 0;
1052 root 1.29 }
1053    
1054 root 1.77 tmp->contr->ns->floorbox_update ();
1055 root 1.8 }
1056 root 1.26
1057 root 1.29 /* See if player moving off should effect something */
1058 root 1.50 if (check_walk_off
1059 root 1.59 && ((move_type & tmp->move_off)
1060     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 root 1.29 {
1062 elmex 1.72 move_apply (tmp, this, 0);
1063 root 1.24
1064 root 1.59 if (destroyed ())
1065 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 root 1.8 }
1067    
1068 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069    
1070     if (tmp->above == tmp)
1071 root 1.59 tmp->above = 0;
1072 root 1.8
1073 root 1.29 last = tmp;
1074     }
1075 root 1.26
1076 root 1.29 /* last == NULL of there are no objects on this space */
1077 root 1.59 if (!last)
1078 root 1.75 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 root 1.29 else
1080     update_object (last, UP_OBJ_REMOVE);
1081 root 1.26
1082 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1083     update_all_los (map, x, y);
1084 elmex 1.1 }
1085     }
1086    
1087     /*
1088     * merge_ob(op,top):
1089     *
1090     * This function goes through all objects below and including top, and
1091     * merges op to the first matching object.
1092     * If top is NULL, it is calculated.
1093     * Returns pointer to object if it succeded in the merge, otherwise NULL
1094     */
1095 root 1.24 object *
1096     merge_ob (object *op, object *top)
1097     {
1098     if (!op->nrof)
1099 elmex 1.1 return 0;
1100 root 1.29
1101 root 1.24 if (top == NULL)
1102     for (top = op; top != NULL && top->above != NULL; top = top->above);
1103 root 1.29
1104 root 1.24 for (; top != NULL; top = top->below)
1105 elmex 1.1 {
1106 root 1.24 if (top == op)
1107     continue;
1108 root 1.66
1109     if (object::can_merge (op, top))
1110 root 1.24 {
1111     top->nrof += op->nrof;
1112    
1113 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1114 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1115 root 1.64 op->destroy ();
1116 root 1.24 return top;
1117     }
1118 elmex 1.1 }
1119 root 1.29
1120 root 1.45 return 0;
1121 elmex 1.1 }
1122    
1123     /*
1124     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1125     * job preparing multi-part monsters
1126     */
1127 root 1.24 object *
1128 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129 root 1.24 {
1130 root 1.29 object *tmp;
1131 root 1.24
1132     if (op->head)
1133     op = op->head;
1134 root 1.29
1135 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1136     {
1137     tmp->x = x + tmp->arch->clone.x;
1138     tmp->y = y + tmp->arch->clone.y;
1139 elmex 1.1 }
1140 root 1.29
1141 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1142 elmex 1.1 }
1143    
1144     /*
1145     * insert_ob_in_map (op, map, originator, flag):
1146     * This function inserts the object in the two-way linked list
1147     * which represents what is on a map.
1148     * The second argument specifies the map, and the x and y variables
1149     * in the object about to be inserted specifies the position.
1150     *
1151     * originator: Player, monster or other object that caused 'op' to be inserted
1152     * into 'map'. May be NULL.
1153     *
1154     * flag is a bitmask about special things to do (or not do) when this
1155     * function is called. see the object.h file for the INS_ values.
1156     * Passing 0 for flag gives proper default values, so flag really only needs
1157     * to be set if special handling is needed.
1158     *
1159     * Return value:
1160     * new object if 'op' was merged with other object
1161     * NULL if 'op' was destroyed
1162     * just 'op' otherwise
1163     */
1164    
1165 root 1.24 object *
1166 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167 elmex 1.1 {
1168 root 1.25 object *tmp, *top, *floor = NULL;
1169     sint16 x, y;
1170 elmex 1.1
1171 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1172     {
1173     LOG (llevError, "Trying to insert freed object!\n");
1174     return NULL;
1175     }
1176 root 1.25
1177 root 1.24 if (m == NULL)
1178     {
1179 root 1.53 char *dump = dump_object (op);
1180     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181     free (dump);
1182 root 1.24 return op;
1183 elmex 1.1 }
1184 root 1.25
1185 root 1.24 if (out_of_map (m, op->x, op->y))
1186     {
1187 root 1.53 char *dump = dump_object (op);
1188     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189 elmex 1.1 #ifdef MANY_CORES
1190 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1191     * is likely to cause a crash. Better to find out where it is getting
1192     * improperly inserted.
1193     */
1194     abort ();
1195 elmex 1.1 #endif
1196 root 1.53 free (dump);
1197 root 1.24 return op;
1198 elmex 1.1 }
1199 root 1.25
1200 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201     {
1202 root 1.53 char *dump = dump_object (op);
1203     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204     free (dump);
1205 root 1.24 return op;
1206     }
1207 root 1.25
1208 root 1.24 if (op->more != NULL)
1209     {
1210     /* The part may be on a different map. */
1211    
1212 root 1.26 object *more = op->more;
1213 root 1.24
1214     /* We really need the caller to normalize coordinates - if
1215     * we set the map, that doesn't work if the location is within
1216     * a map and this is straddling an edge. So only if coordinate
1217     * is clear wrong do we normalize it.
1218     */
1219     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 root 1.24 else if (!more->map)
1222     {
1223     /* For backwards compatibility - when not dealing with tiled maps,
1224     * more->map should always point to the parent.
1225     */
1226     more->map = m;
1227     }
1228    
1229     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230     {
1231     if (!op->head)
1232     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 root 1.26
1234 root 1.24 return NULL;
1235 root 1.8 }
1236 root 1.24 }
1237 root 1.25
1238 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1239 root 1.8
1240 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1241     * of areas of callers (eg, anything that uses find_free_spot would now
1242     * need extra work
1243     */
1244     op->map = get_map_from_coord (m, &op->x, &op->y);
1245     x = op->x;
1246     y = op->y;
1247    
1248     /* this has to be done after we translate the coordinates.
1249     */
1250     if (op->nrof && !(flag & INS_NO_MERGE))
1251 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1252 root 1.66 if (object::can_merge (op, tmp))
1253 root 1.25 {
1254     op->nrof += tmp->nrof;
1255 root 1.64 tmp->destroy ();
1256 root 1.25 }
1257 root 1.24
1258     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 root 1.25
1261 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262     CLEAR_FLAG (op, FLAG_NO_STEAL);
1263    
1264     if (flag & INS_BELOW_ORIGINATOR)
1265     {
1266     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267     {
1268     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269     abort ();
1270     }
1271 root 1.25
1272 root 1.24 op->above = originator;
1273     op->below = originator->below;
1274 root 1.25
1275 root 1.24 if (op->below)
1276     op->below->above = op;
1277     else
1278 root 1.76 op->ms ().bottom = op;
1279 root 1.25
1280 root 1.24 /* since *below* originator, no need to update top */
1281     originator->below = op;
1282 elmex 1.1 }
1283 root 1.24 else
1284     {
1285     /* If there are other objects, then */
1286     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287     {
1288 root 1.25 object *last = NULL;
1289 root 1.24
1290     /*
1291     * If there are multiple objects on this space, we do some trickier handling.
1292     * We've already dealt with merging if appropriate.
1293     * Generally, we want to put the new object on top. But if
1294     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295     * floor, we want to insert above that and no further.
1296     * Also, if there are spell objects on this space, we stop processing
1297     * once we get to them. This reduces the need to traverse over all of
1298     * them when adding another one - this saves quite a bit of cpu time
1299     * when lots of spells are cast in one area. Currently, it is presumed
1300     * that flying non pickable objects are spell objects.
1301     */
1302 elmex 1.1
1303 root 1.24 while (top != NULL)
1304     {
1305     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306     floor = top;
1307 root 1.26
1308 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))
1309     {
1310     /* We insert above top, so we want this object below this */
1311     top = top->below;
1312     break;
1313     }
1314 root 1.26
1315 root 1.24 last = top;
1316     top = top->above;
1317     }
1318 root 1.26
1319 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1320     top = last;
1321 root 1.8
1322 root 1.24 /* We let update_position deal with figuring out what the space
1323     * looks like instead of lots of conditions here.
1324     * makes things faster, and effectively the same result.
1325     */
1326    
1327     /* Have object 'fall below' other objects that block view.
1328     * Unless those objects are exits, type 66
1329     * If INS_ON_TOP is used, don't do this processing
1330     * Need to find the object that in fact blocks view, otherwise
1331     * stacking is a bit odd.
1332     */
1333     if (!(flag & INS_ON_TOP) &&
1334 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1335 root 1.24 {
1336     for (last = top; last != floor; last = last->below)
1337     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338     break;
1339     /* Check to see if we found the object that blocks view,
1340     * and make sure we have a below pointer for it so that
1341     * we can get inserted below this one, which requires we
1342     * set top to the object below us.
1343     */
1344     if (last && last->below && last != floor)
1345     top = last->below;
1346 root 1.8 }
1347 root 1.24 } /* If objects on this space */
1348 root 1.25
1349 root 1.24 if (flag & INS_MAP_LOAD)
1350     top = GET_MAP_TOP (op->map, op->x, op->y);
1351 root 1.25
1352 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1353     top = floor;
1354    
1355     /* Top is the object that our object (op) is going to get inserted above.
1356     */
1357    
1358     /* First object on this space */
1359     if (!top)
1360     {
1361     op->above = GET_MAP_OB (op->map, op->x, op->y);
1362 root 1.25
1363 root 1.24 if (op->above)
1364     op->above->below = op;
1365 root 1.25
1366 root 1.24 op->below = NULL;
1367 root 1.76 op->ms ().bottom = op;
1368 root 1.24 }
1369     else
1370     { /* get inserted into the stack above top */
1371     op->above = top->above;
1372 root 1.25
1373 root 1.24 if (op->above)
1374     op->above->below = op;
1375 root 1.25
1376 root 1.24 op->below = top;
1377     top->above = op;
1378     }
1379 root 1.25
1380 root 1.24 if (op->above == NULL)
1381 root 1.76 op->ms ().top = op;
1382 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1383 root 1.8
1384 root 1.24 if (op->type == PLAYER)
1385     op->contr->do_los = 1;
1386    
1387     /* If we have a floor, we know the player, if any, will be above
1388     * it, so save a few ticks and start from there.
1389     */
1390     if (!(flag & INS_MAP_LOAD))
1391 root 1.76 if (object *pl = op->ms ().player ())
1392 root 1.77 pl->contr->ns->floorbox_update ();
1393 root 1.24
1394     /* If this object glows, it may affect lighting conditions that are
1395     * visible to others on this map. But update_all_los is really
1396     * an inefficient way to do this, as it means los for all players
1397     * on the map will get recalculated. The players could very well
1398     * be far away from this change and not affected in any way -
1399     * this should get redone to only look for players within range,
1400     * or just updating the P_NEED_UPDATE for spaces within this area
1401     * of effect may be sufficient.
1402     */
1403     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1404     update_all_los (op->map, op->x, op->y);
1405    
1406     /* updates flags (blocked, alive, no magic, etc) for this map space */
1407     update_object (op, UP_OBJ_INSERT);
1408    
1409     /* Don't know if moving this to the end will break anything. However,
1410 root 1.70 * we want to have floorbox_update called before calling this.
1411 root 1.24 *
1412     * check_move_on() must be after this because code called from
1413     * check_move_on() depends on correct map flags (so functions like
1414     * blocked() and wall() work properly), and these flags are updated by
1415     * update_object().
1416     */
1417    
1418     /* if this is not the head or flag has been passed, don't check walk on status */
1419     if (!(flag & INS_NO_WALK_ON) && !op->head)
1420     {
1421     if (check_move_on (op, originator))
1422     return NULL;
1423 elmex 1.1
1424 root 1.24 /* If we are a multi part object, lets work our way through the check
1425     * walk on's.
1426     */
1427     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428     if (check_move_on (tmp, originator))
1429     return NULL;
1430 elmex 1.1 }
1431 root 1.25
1432 root 1.24 return op;
1433 elmex 1.1 }
1434    
1435     /* this function inserts an object in the map, but if it
1436 root 1.75 * finds an object of its own type, it'll remove that one first.
1437     * op is the object to insert it under: supplies x and the map.
1438 elmex 1.1 */
1439 root 1.24 void
1440     replace_insert_ob_in_map (const char *arch_string, object *op)
1441     {
1442 root 1.75 object *tmp, *tmp1;
1443 elmex 1.1
1444 root 1.24 /* first search for itself and remove any old instances */
1445 elmex 1.1
1446 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1447 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448     tmp->destroy ();
1449 elmex 1.1
1450 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1451 elmex 1.1
1452 root 1.24 tmp1->x = op->x;
1453     tmp1->y = op->y;
1454     insert_ob_in_map (tmp1, op->map, op, 0);
1455     }
1456 elmex 1.1
1457     /*
1458     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459     * is returned contains nr objects, and the remaining parts contains
1460     * the rest (or is removed and freed if that number is 0).
1461     * On failure, NULL is returned, and the reason put into the
1462     * global static errmsg array.
1463     */
1464    
1465 root 1.24 object *
1466     get_split_ob (object *orig_ob, uint32 nr)
1467     {
1468 root 1.64 object *newob;
1469     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1470 root 1.24
1471     if (orig_ob->nrof < nr)
1472     {
1473     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474     return NULL;
1475     }
1476 root 1.29
1477 root 1.24 newob = object_create_clone (orig_ob);
1478 root 1.29
1479 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1480 root 1.63 orig_ob->destroy (1);
1481 root 1.24 else if (!is_removed)
1482     {
1483     if (orig_ob->env != NULL)
1484     sub_weight (orig_ob->env, orig_ob->weight * nr);
1485     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486     {
1487     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489     return NULL;
1490 root 1.8 }
1491 elmex 1.1 }
1492 root 1.29
1493 root 1.24 newob->nrof = nr;
1494 elmex 1.1
1495 root 1.24 return newob;
1496 elmex 1.1 }
1497    
1498     /*
1499     * decrease_ob_nr(object, number) decreases a specified number from
1500     * the amount of an object. If the amount reaches 0, the object
1501     * is subsequently removed and freed.
1502     *
1503     * Return value: 'op' if something is left, NULL if the amount reached 0
1504     */
1505    
1506 root 1.24 object *
1507     decrease_ob_nr (object *op, uint32 i)
1508 elmex 1.1 {
1509 root 1.29 object *tmp;
1510     player *pl;
1511 elmex 1.1
1512 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1513     return op;
1514    
1515     if (i > op->nrof)
1516     i = op->nrof;
1517    
1518     if (QUERY_FLAG (op, FLAG_REMOVED))
1519 root 1.29 op->nrof -= i;
1520 root 1.73 else if (op->env)
1521 root 1.24 {
1522     /* is this object in the players inventory, or sub container
1523     * therein?
1524     */
1525 root 1.74 tmp = op->in_player ();
1526 root 1.24 /* nope. Is this a container the player has opened?
1527     * If so, set tmp to that player.
1528     * IMO, searching through all the players will mostly
1529     * likely be quicker than following op->env to the map,
1530     * and then searching the map for a player.
1531     */
1532     if (!tmp)
1533     {
1534     for (pl = first_player; pl; pl = pl->next)
1535     if (pl->ob->container == op->env)
1536 root 1.73 {
1537     tmp = pl->ob;
1538     break;
1539     }
1540 root 1.24 }
1541 elmex 1.1
1542 root 1.24 if (i < op->nrof)
1543     {
1544     sub_weight (op->env, op->weight * i);
1545     op->nrof -= i;
1546     if (tmp)
1547 root 1.73 esrv_send_item (tmp, op);
1548 root 1.24 }
1549     else
1550     {
1551 root 1.63 op->remove ();
1552 root 1.24 op->nrof = 0;
1553     if (tmp)
1554 root 1.73 esrv_del_item (tmp->contr, op->count);
1555 elmex 1.1 }
1556     }
1557 root 1.24 else
1558 elmex 1.1 {
1559 root 1.29 object *above = op->above;
1560 elmex 1.1
1561 root 1.24 if (i < op->nrof)
1562 root 1.29 op->nrof -= i;
1563 root 1.24 else
1564     {
1565 root 1.63 op->remove ();
1566 root 1.24 op->nrof = 0;
1567     }
1568 root 1.29
1569 root 1.24 /* Since we just removed op, op->above is null */
1570 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1571 root 1.24 if (tmp->type == PLAYER)
1572     {
1573     if (op->nrof)
1574     esrv_send_item (tmp, op);
1575     else
1576     esrv_del_item (tmp->contr, op->count);
1577     }
1578 elmex 1.1 }
1579    
1580 root 1.24 if (op->nrof)
1581 root 1.29 return op;
1582 root 1.24 else
1583     {
1584 root 1.64 op->destroy ();
1585 root 1.73 return 0;
1586 elmex 1.1 }
1587     }
1588    
1589     /*
1590     * add_weight(object, weight) adds the specified weight to an object,
1591     * and also updates how much the environment(s) is/are carrying.
1592     */
1593    
1594 root 1.24 void
1595     add_weight (object *op, signed long weight)
1596     {
1597     while (op != NULL)
1598     {
1599     if (op->type == CONTAINER)
1600 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1601    
1602 root 1.24 op->carrying += weight;
1603     op = op->env;
1604     }
1605 elmex 1.1 }
1606    
1607 root 1.24 object *
1608     insert_ob_in_ob (object *op, object *where)
1609     {
1610 root 1.59 if (!where)
1611 root 1.24 {
1612 root 1.53 char *dump = dump_object (op);
1613     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614     free (dump);
1615 root 1.24 return op;
1616     }
1617 root 1.29
1618 root 1.24 if (where->head)
1619     {
1620 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 root 1.24 where = where->head;
1622     }
1623 root 1.29
1624 root 1.59 return where->insert (op);
1625     }
1626    
1627     /*
1628     * env->insert (op)
1629     * This function inserts the object op in the linked list
1630     * inside the object environment.
1631     *
1632     * The function returns now pointer to inserted item, and return value can
1633     * be != op, if items are merged. -Tero
1634     */
1635    
1636     object *
1637     object::insert (object *op)
1638     {
1639     object *tmp, *otmp;
1640    
1641     if (!QUERY_FLAG (op, FLAG_REMOVED))
1642     op->remove ();
1643    
1644 root 1.24 if (op->more)
1645     {
1646     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1647     return op;
1648     }
1649 root 1.29
1650 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1651     CLEAR_FLAG (op, FLAG_REMOVED);
1652     if (op->nrof)
1653     {
1654 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1655 root 1.66 if (object::can_merge (tmp, op))
1656 root 1.24 {
1657     /* return the original object and remove inserted object
1658     (client needs the original object) */
1659     tmp->nrof += op->nrof;
1660     /* Weight handling gets pretty funky. Since we are adding to
1661     * tmp->nrof, we need to increase the weight.
1662     */
1663 root 1.59 add_weight (this, op->weight * op->nrof);
1664 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1665 root 1.59 op->destroy (); /* free the inserted object */
1666 root 1.24 op = tmp;
1667 root 1.59 op->remove (); /* and fix old object's links */
1668 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1669     break;
1670     }
1671    
1672     /* I assume combined objects have no inventory
1673     * We add the weight - this object could have just been removed
1674     * (if it was possible to merge). calling remove_ob will subtract
1675     * the weight, so we need to add it in again, since we actually do
1676     * the linking below
1677     */
1678 root 1.59 add_weight (this, op->weight * op->nrof);
1679 root 1.24 }
1680     else
1681 root 1.59 add_weight (this, (op->weight + op->carrying));
1682 elmex 1.1
1683 root 1.74 otmp = this->in_player ();
1684 root 1.59 if (otmp && otmp->contr)
1685     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 root 1.78 otmp->update_stats ();
1687 elmex 1.1
1688 root 1.74 op->map = 0;
1689 root 1.59 op->env = this;
1690 root 1.74 op->above = 0;
1691     op->below = 0;
1692 root 1.24 op->x = 0, op->y = 0;
1693 elmex 1.1
1694     /* reset the light list and los of the players on the map */
1695 root 1.59 if ((op->glow_radius != 0) && map)
1696 root 1.24 {
1697 elmex 1.1 #ifdef DEBUG_LIGHTS
1698 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699     #endif /* DEBUG_LIGHTS */
1700 root 1.59 if (MAP_DARKNESS (map))
1701     update_all_los (map, x, y);
1702 root 1.24 }
1703 elmex 1.1
1704     /* Client has no idea of ordering so lets not bother ordering it here.
1705     * It sure simplifies this function...
1706     */
1707 root 1.59 if (!inv)
1708     inv = op;
1709 root 1.24 else
1710     {
1711 root 1.59 op->below = inv;
1712 elmex 1.1 op->below->above = op;
1713 root 1.59 inv = op;
1714 root 1.24 }
1715 root 1.59
1716 elmex 1.1 return op;
1717     }
1718    
1719     /*
1720     * Checks if any objects has a move_type that matches objects
1721     * that effect this object on this space. Call apply() to process
1722     * these events.
1723     *
1724     * Any speed-modification due to SLOW_MOVE() of other present objects
1725     * will affect the speed_left of the object.
1726     *
1727     * originator: Player, monster or other object that caused 'op' to be inserted
1728     * into 'map'. May be NULL.
1729     *
1730     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1731     *
1732     * 4-21-95 added code to check if appropriate skill was readied - this will
1733     * permit faster movement by the player through this terrain. -b.t.
1734     *
1735     * MSW 2001-07-08: Check all objects on space, not just those below
1736     * object being inserted. insert_ob_in_map may not put new objects
1737     * on top.
1738     */
1739    
1740 root 1.24 int
1741     check_move_on (object *op, object *originator)
1742 elmex 1.1 {
1743 root 1.48 object *tmp;
1744 root 1.49 maptile *m = op->map;
1745 root 1.48 int x = op->x, y = op->y;
1746 root 1.26
1747 root 1.48 MoveType move_on, move_slow, move_block;
1748 root 1.24
1749     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1750     return 0;
1751    
1752     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1753     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1754     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1755    
1756     /* if nothing on this space will slow op down or be applied,
1757     * no need to do checking below. have to make sure move_type
1758     * is set, as lots of objects don't have it set - we treat that
1759     * as walking.
1760     */
1761     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1762     return 0;
1763 elmex 1.1
1764 root 1.24 /* This is basically inverse logic of that below - basically,
1765     * if the object can avoid the move on or slow move, they do so,
1766     * but can't do it if the alternate movement they are using is
1767     * blocked. Logic on this seems confusing, but does seem correct.
1768     */
1769     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1770     return 0;
1771    
1772     /* The objects have to be checked from top to bottom.
1773     * Hence, we first go to the top:
1774     */
1775    
1776     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1777     {
1778     /* Trim the search when we find the first other spell effect
1779     * this helps performance so that if a space has 50 spell objects,
1780     * we don't need to check all of them.
1781     */
1782     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783     break;
1784     }
1785 root 1.26
1786     for (; tmp; tmp = tmp->below)
1787 root 1.24 {
1788     if (tmp == op)
1789     continue; /* Can't apply yourself */
1790 elmex 1.1
1791 root 1.24 /* Check to see if one of the movement types should be slowed down.
1792     * Second check makes sure that the movement types not being slowed
1793     * (~slow_move) is not blocked on this space - just because the
1794     * space doesn't slow down swimming (for example), if you can't actually
1795     * swim on that space, can't use it to avoid the penalty.
1796     */
1797     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798     {
1799     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801     {
1802 elmex 1.1
1803 root 1.29 float
1804     diff = tmp->move_slow_penalty * FABS (op->speed);
1805 elmex 1.1
1806 root 1.24 if (op->type == PLAYER)
1807 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809     diff /= 4.0;
1810    
1811 root 1.24 op->speed_left -= diff;
1812 root 1.8 }
1813     }
1814 elmex 1.1
1815 root 1.24 /* Basically same logic as above, except now for actual apply. */
1816     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1817     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1818     {
1819 elmex 1.72 move_apply (tmp, op, originator);
1820 root 1.24
1821 root 1.48 if (op->destroyed ())
1822 root 1.24 return 1;
1823    
1824     /* what the person/creature stepped onto has moved the object
1825     * someplace new. Don't process any further - if we did,
1826     * have a feeling strange problems would result.
1827     */
1828     if (op->map != m || op->x != x || op->y != y)
1829     return 0;
1830 root 1.8 }
1831 elmex 1.1 }
1832 root 1.26
1833 root 1.24 return 0;
1834 elmex 1.1 }
1835    
1836     /*
1837     * present_arch(arch, map, x, y) searches for any objects with
1838     * a matching archetype at the given map and coordinates.
1839     * The first matching object is returned, or NULL if none.
1840     */
1841    
1842 root 1.24 object *
1843 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1844 root 1.24 {
1845     object *
1846     tmp;
1847    
1848     if (m == NULL || out_of_map (m, x, y))
1849     {
1850     LOG (llevError, "Present_arch called outside map.\n");
1851     return NULL;
1852     }
1853     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1854     if (tmp->arch == at)
1855 elmex 1.1 return tmp;
1856     return NULL;
1857     }
1858    
1859     /*
1860     * present(type, map, x, y) searches for any objects with
1861     * a matching type variable at the given map and coordinates.
1862     * The first matching object is returned, or NULL if none.
1863     */
1864    
1865 root 1.24 object *
1866 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1867 root 1.24 {
1868     object *
1869     tmp;
1870    
1871     if (out_of_map (m, x, y))
1872     {
1873     LOG (llevError, "Present called outside map.\n");
1874     return NULL;
1875     }
1876     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1877     if (tmp->type == type)
1878 elmex 1.1 return tmp;
1879     return NULL;
1880     }
1881    
1882     /*
1883     * present_in_ob(type, object) searches for any objects with
1884     * a matching type variable in the inventory of the given object.
1885     * The first matching object is returned, or NULL if none.
1886     */
1887    
1888 root 1.24 object *
1889     present_in_ob (unsigned char type, const object *op)
1890     {
1891     object *
1892     tmp;
1893    
1894     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895     if (tmp->type == type)
1896 elmex 1.1 return tmp;
1897     return NULL;
1898     }
1899    
1900     /*
1901     * present_in_ob (type, str, object) searches for any objects with
1902     * a matching type & name variable in the inventory of the given object.
1903     * The first matching object is returned, or NULL if none.
1904     * This is mostly used by spell effect code, so that we only
1905     * have one spell effect at a time.
1906     * type can be used to narrow the search - if type is set,
1907     * the type must also match. -1 can be passed for the type,
1908     * in which case the type does not need to pass.
1909     * str is the string to match against. Note that we match against
1910     * the object name, not the archetype name. this is so that the
1911     * spell code can use one object type (force), but change it's name
1912     * to be unique.
1913     */
1914    
1915 root 1.24 object *
1916     present_in_ob_by_name (int type, const char *str, const object *op)
1917     {
1918     object *
1919     tmp;
1920 elmex 1.1
1921 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922     {
1923     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924     return tmp;
1925 elmex 1.1 }
1926 root 1.24 return NULL;
1927 elmex 1.1 }
1928    
1929     /*
1930     * present_arch_in_ob(archetype, object) searches for any objects with
1931     * a matching archetype in the inventory of the given object.
1932     * The first matching object is returned, or NULL if none.
1933     */
1934    
1935 root 1.24 object *
1936     present_arch_in_ob (const archetype *at, const object *op)
1937     {
1938     object *
1939     tmp;
1940    
1941     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942     if (tmp->arch == at)
1943 elmex 1.1 return tmp;
1944     return NULL;
1945     }
1946    
1947     /*
1948     * activate recursively a flag on an object inventory
1949     */
1950 root 1.24 void
1951     flag_inv (object *op, int flag)
1952     {
1953     object *
1954     tmp;
1955    
1956     if (op->inv)
1957     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958     {
1959     SET_FLAG (tmp, flag);
1960     flag_inv (tmp, flag);
1961 elmex 1.1 }
1962 root 1.24 } /*
1963     * desactivate recursively a flag on an object inventory
1964     */
1965     void
1966     unflag_inv (object *op, int flag)
1967     {
1968     object *
1969     tmp;
1970    
1971     if (op->inv)
1972     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973     {
1974     CLEAR_FLAG (tmp, flag);
1975     unflag_inv (tmp, flag);
1976 elmex 1.1 }
1977     }
1978    
1979     /*
1980     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981     * all it's inventory (recursively).
1982     * If checksums are used, a player will get set_cheat called for
1983     * him/her-self and all object carried by a call to this function.
1984     */
1985    
1986 root 1.24 void
1987     set_cheat (object *op)
1988     {
1989     SET_FLAG (op, FLAG_WAS_WIZ);
1990     flag_inv (op, FLAG_WAS_WIZ);
1991 elmex 1.1 }
1992    
1993     /*
1994     * find_free_spot(object, map, x, y, start, stop) will search for
1995     * a spot at the given map and coordinates which will be able to contain
1996     * the given object. start and stop specifies how many squares
1997     * to search (see the freearr_x/y[] definition).
1998     * It returns a random choice among the alternatives found.
1999     * start and stop are where to start relative to the free_arr array (1,9
2000     * does all 4 immediate directions). This returns the index into the
2001     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002     * Note - this only checks to see if there is space for the head of the
2003     * object - if it is a multispace object, this should be called for all
2004     * pieces.
2005     * Note2: This function does correctly handle tiled maps, but does not
2006     * inform the caller. However, insert_ob_in_map will update as
2007     * necessary, so the caller shouldn't need to do any special work.
2008     * Note - updated to take an object instead of archetype - this is necessary
2009     * because arch_blocked (now ob_blocked) needs to know the movement type
2010     * to know if the space in question will block the object. We can't use
2011     * the archetype because that isn't correct if the monster has been
2012     * customized, changed states, etc.
2013     */
2014    
2015 root 1.24 int
2016 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017 root 1.24 {
2018     int
2019     i,
2020     index = 0, flag;
2021     static int
2022     altern[SIZEOFFREE];
2023    
2024     for (i = start; i < stop; i++)
2025     {
2026     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027     if (!flag)
2028     altern[index++] = i;
2029    
2030     /* Basically, if we find a wall on a space, we cut down the search size.
2031     * In this way, we won't return spaces that are on another side of a wall.
2032     * This mostly work, but it cuts down the search size in all directions -
2033     * if the space being examined only has a wall to the north and empty
2034     * spaces in all the other directions, this will reduce the search space
2035     * to only the spaces immediately surrounding the target area, and
2036     * won't look 2 spaces south of the target space.
2037     */
2038 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2039 root 1.24 stop = maxfree[i];
2040 elmex 1.1 }
2041 root 1.74
2042 root 1.24 if (!index)
2043     return -1;
2044 root 1.74
2045 root 1.24 return altern[RANDOM () % index];
2046 elmex 1.1 }
2047    
2048     /*
2049 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2050 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2051     * But it will return the first available spot, not a random choice.
2052     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053     */
2054    
2055 root 1.24 int
2056 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057 root 1.24 {
2058     int
2059     i;
2060    
2061     for (i = 0; i < SIZEOFFREE; i++)
2062     {
2063     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064     return i;
2065 elmex 1.1 }
2066 root 1.24 return -1;
2067 elmex 1.1 }
2068    
2069     /*
2070     * The function permute(arr, begin, end) randomly reorders the array
2071     * arr[begin..end-1].
2072     */
2073 root 1.24 static void
2074     permute (int *arr, int begin, int end)
2075 elmex 1.1 {
2076 root 1.24 int
2077     i,
2078     j,
2079     tmp,
2080     len;
2081 elmex 1.1
2082 root 1.24 len = end - begin;
2083     for (i = begin; i < end; i++)
2084 elmex 1.1 {
2085 root 1.24 j = begin + RANDOM () % len;
2086 elmex 1.1
2087 root 1.24 tmp = arr[i];
2088     arr[i] = arr[j];
2089     arr[j] = tmp;
2090 elmex 1.1 }
2091     }
2092    
2093     /* new function to make monster searching more efficient, and effective!
2094     * This basically returns a randomized array (in the passed pointer) of
2095     * the spaces to find monsters. In this way, it won't always look for
2096     * monsters to the north first. However, the size of the array passed
2097     * covers all the spaces, so within that size, all the spaces within
2098     * the 3x3 area will be searched, just not in a predictable order.
2099     */
2100 root 1.24 void
2101     get_search_arr (int *search_arr)
2102 elmex 1.1 {
2103 root 1.24 int
2104     i;
2105 elmex 1.1
2106 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2107 elmex 1.1 {
2108 root 1.24 search_arr[i] = i;
2109 elmex 1.1 }
2110    
2111 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114 elmex 1.1 }
2115    
2116     /*
2117     * find_dir(map, x, y, exclude) will search some close squares in the
2118     * given map at the given coordinates for live objects.
2119     * It will not considered the object given as exclude among possible
2120     * live objects.
2121     * It returns the direction toward the first/closest live object if finds
2122     * any, otherwise 0.
2123     * Perhaps incorrectly, but I'm making the assumption that exclude
2124     * is actually want is going to try and move there. We need this info
2125     * because we have to know what movement the thing looking to move
2126     * there is capable of.
2127     */
2128    
2129 root 1.24 int
2130 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2131 root 1.24 {
2132     int
2133     i,
2134     max = SIZEOFFREE, mflags;
2135 root 1.29
2136     sint16 nx, ny;
2137 root 1.24 object *
2138     tmp;
2139 root 1.49 maptile *
2140 root 1.24 mp;
2141 root 1.29
2142     MoveType blocked, move_type;
2143 root 1.24
2144     if (exclude && exclude->head)
2145     {
2146     exclude = exclude->head;
2147     move_type = exclude->move_type;
2148     }
2149     else
2150     {
2151     /* If we don't have anything, presume it can use all movement types. */
2152     move_type = MOVE_ALL;
2153     }
2154    
2155     for (i = 1; i < max; i++)
2156     {
2157     mp = m;
2158     nx = x + freearr_x[i];
2159     ny = y + freearr_y[i];
2160    
2161     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162 root 1.75
2163 root 1.24 if (mflags & P_OUT_OF_MAP)
2164 root 1.75 max = maxfree[i];
2165 root 1.24 else
2166     {
2167     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2168    
2169     if ((move_type & blocked) == move_type)
2170 root 1.75 max = maxfree[i];
2171 root 1.24 else if (mflags & P_IS_ALIVE)
2172     {
2173 root 1.75 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2174     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175     break;
2176    
2177 root 1.24 if (tmp)
2178 root 1.75 return freedir[i];
2179 root 1.8 }
2180     }
2181 elmex 1.1 }
2182 root 1.75
2183 root 1.24 return 0;
2184 elmex 1.1 }
2185    
2186     /*
2187     * distance(object 1, object 2) will return the square of the
2188     * distance between the two given objects.
2189     */
2190    
2191 root 1.24 int
2192     distance (const object *ob1, const object *ob2)
2193     {
2194 root 1.75 int i;
2195 root 1.24
2196     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 elmex 1.1 return i;
2198     }
2199    
2200     /*
2201     * find_dir_2(delta-x,delta-y) will return a direction in which
2202     * an object which has subtracted the x and y coordinates of another
2203     * object, needs to travel toward it.
2204     */
2205    
2206 root 1.24 int
2207     find_dir_2 (int x, int y)
2208     {
2209 root 1.75 int q;
2210 elmex 1.1
2211 root 1.24 if (y)
2212     q = x * 100 / y;
2213 elmex 1.1 else if (x)
2214 root 1.24 q = -300 * x;
2215 elmex 1.1 else
2216     return 0;
2217    
2218 root 1.24 if (y > 0)
2219     {
2220     if (q < -242)
2221     return 3;
2222     if (q < -41)
2223     return 2;
2224     if (q < 41)
2225     return 1;
2226     if (q < 242)
2227     return 8;
2228     return 7;
2229     }
2230 elmex 1.1
2231     if (q < -242)
2232 root 1.24 return 7;
2233 elmex 1.1 if (q < -41)
2234 root 1.24 return 6;
2235 elmex 1.1 if (q < 41)
2236 root 1.24 return 5;
2237 elmex 1.1 if (q < 242)
2238 root 1.24 return 4;
2239 elmex 1.1
2240 root 1.24 return 3;
2241 elmex 1.1 }
2242    
2243     /*
2244     * absdir(int): Returns a number between 1 and 8, which represent
2245     * the "absolute" direction of a number (it actually takes care of
2246     * "overflow" in previous calculations of a direction).
2247     */
2248    
2249 root 1.24 int
2250     absdir (int d)
2251     {
2252     while (d < 1)
2253     d += 8;
2254     while (d > 8)
2255     d -= 8;
2256 elmex 1.1 return d;
2257     }
2258    
2259     /*
2260     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261     * between two directions (which are expected to be absolute (see absdir())
2262     */
2263    
2264 root 1.24 int
2265     dirdiff (int dir1, int dir2)
2266     {
2267     int
2268     d;
2269    
2270     d = abs (dir1 - dir2);
2271     if (d > 4)
2272 elmex 1.1 d = 8 - d;
2273     return d;
2274     }
2275    
2276     /* peterm:
2277     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2278     * Basically, this is a table of directions, and what directions
2279     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2280     * This basically means that if direction is 15, then it could either go
2281     * direction 4, 14, or 16 to get back to where we are.
2282     * Moved from spell_util.c to object.c with the other related direction
2283     * functions.
2284     */
2285    
2286 root 1.24 int
2287     reduction_dir[SIZEOFFREE][3] = {
2288     {0, 0, 0}, /* 0 */
2289     {0, 0, 0}, /* 1 */
2290     {0, 0, 0}, /* 2 */
2291     {0, 0, 0}, /* 3 */
2292     {0, 0, 0}, /* 4 */
2293     {0, 0, 0}, /* 5 */
2294     {0, 0, 0}, /* 6 */
2295     {0, 0, 0}, /* 7 */
2296     {0, 0, 0}, /* 8 */
2297     {8, 1, 2}, /* 9 */
2298     {1, 2, -1}, /* 10 */
2299     {2, 10, 12}, /* 11 */
2300     {2, 3, -1}, /* 12 */
2301     {2, 3, 4}, /* 13 */
2302     {3, 4, -1}, /* 14 */
2303     {4, 14, 16}, /* 15 */
2304     {5, 4, -1}, /* 16 */
2305     {4, 5, 6}, /* 17 */
2306     {6, 5, -1}, /* 18 */
2307     {6, 20, 18}, /* 19 */
2308     {7, 6, -1}, /* 20 */
2309     {6, 7, 8}, /* 21 */
2310     {7, 8, -1}, /* 22 */
2311     {8, 22, 24}, /* 23 */
2312     {8, 1, -1}, /* 24 */
2313     {24, 9, 10}, /* 25 */
2314     {9, 10, -1}, /* 26 */
2315     {10, 11, -1}, /* 27 */
2316     {27, 11, 29}, /* 28 */
2317     {11, 12, -1}, /* 29 */
2318     {12, 13, -1}, /* 30 */
2319     {12, 13, 14}, /* 31 */
2320     {13, 14, -1}, /* 32 */
2321     {14, 15, -1}, /* 33 */
2322     {33, 15, 35}, /* 34 */
2323     {16, 15, -1}, /* 35 */
2324     {17, 16, -1}, /* 36 */
2325     {18, 17, 16}, /* 37 */
2326     {18, 17, -1}, /* 38 */
2327     {18, 19, -1}, /* 39 */
2328     {41, 19, 39}, /* 40 */
2329     {19, 20, -1}, /* 41 */
2330     {20, 21, -1}, /* 42 */
2331     {20, 21, 22}, /* 43 */
2332     {21, 22, -1}, /* 44 */
2333     {23, 22, -1}, /* 45 */
2334     {45, 47, 23}, /* 46 */
2335     {23, 24, -1}, /* 47 */
2336     {24, 9, -1}
2337     }; /* 48 */
2338 elmex 1.1
2339     /* Recursive routine to step back and see if we can
2340     * find a path to that monster that we found. If not,
2341     * we don't bother going toward it. Returns 1 if we
2342     * can see a direct way to get it
2343     * Modified to be map tile aware -.MSW
2344     */
2345 root 1.24 int
2346 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2347 root 1.24 {
2348 root 1.29 sint16 dx, dy;
2349 root 1.75 int mflags;
2350 root 1.24
2351     if (dir < 0)
2352     return 0; /* exit condition: invalid direction */
2353    
2354     dx = x + freearr_x[dir];
2355     dy = y + freearr_y[dir];
2356    
2357     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2358    
2359     /* This functional arguably was incorrect before - it was
2360     * checking for P_WALL - that was basically seeing if
2361     * we could move to the monster - this is being more
2362     * literal on if we can see it. To know if we can actually
2363     * move to the monster, we'd need the monster passed in or
2364     * at least its move type.
2365     */
2366     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367     return 0;
2368    
2369     /* yes, can see. */
2370     if (dir < 9)
2371     return 1;
2372 root 1.75
2373     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2374     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2375     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2376 root 1.24 }
2377    
2378 elmex 1.1 /*
2379     * can_pick(picker, item): finds out if an object is possible to be
2380     * picked up by the picker. Returnes 1 if it can be
2381     * picked up, otherwise 0.
2382     *
2383     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384     * core dumps if they do.
2385     *
2386     * Add a check so we can't pick up invisible objects (0.93.8)
2387     */
2388    
2389 root 1.24 int
2390     can_pick (const object *who, const object *item)
2391     {
2392     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2394     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2395 elmex 1.1 }
2396    
2397     /*
2398     * create clone from object to another
2399     */
2400 root 1.24 object *
2401     object_create_clone (object *asrc)
2402     {
2403 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2404 elmex 1.1
2405 root 1.24 if (!asrc)
2406 root 1.62 return 0;
2407    
2408 root 1.24 src = asrc;
2409     if (src->head)
2410     src = src->head;
2411    
2412 root 1.62 prev = 0;
2413 root 1.24 for (part = src; part; part = part->more)
2414     {
2415 root 1.65 tmp = part->clone ();
2416 root 1.24 tmp->x -= src->x;
2417     tmp->y -= src->y;
2418 root 1.62
2419 root 1.24 if (!part->head)
2420     {
2421     dst = tmp;
2422 root 1.62 tmp->head = 0;
2423 root 1.24 }
2424     else
2425 root 1.75 tmp->head = dst;
2426 root 1.62
2427     tmp->more = 0;
2428    
2429 root 1.24 if (prev)
2430     prev->more = tmp;
2431 root 1.62
2432 root 1.24 prev = tmp;
2433 elmex 1.1 }
2434 root 1.24
2435     for (item = src->inv; item; item = item->below)
2436 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2437 elmex 1.1
2438 root 1.24 return dst;
2439 elmex 1.1 }
2440    
2441     /* GROS - Creates an object using a string representing its content. */
2442     /* Basically, we save the content of the string to a temp file, then call */
2443     /* load_object on it. I admit it is a highly inefficient way to make things, */
2444     /* but it was simple to make and allows reusing the load_object function. */
2445     /* Remember not to use load_object_str in a time-critical situation. */
2446     /* Also remember that multiparts objects are not supported for now. */
2447    
2448 root 1.24 object *
2449     load_object_str (const char *obstr)
2450 elmex 1.1 {
2451 root 1.48 object *op;
2452     char filename[MAX_BUF];
2453 root 1.9
2454 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455    
2456 root 1.48 FILE *tempfile = fopen (filename, "w");
2457 root 1.24
2458     if (tempfile == NULL)
2459 elmex 1.1 {
2460 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2461     return NULL;
2462 root 1.41 }
2463    
2464 root 1.24 fprintf (tempfile, obstr);
2465     fclose (tempfile);
2466 elmex 1.1
2467 root 1.64 op = object::create ();
2468 elmex 1.1
2469 root 1.29 object_thawer thawer (filename);
2470 root 1.13
2471 root 1.24 if (thawer)
2472     load_object (thawer, op, 0);
2473 root 1.13
2474 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475     CLEAR_FLAG (op, FLAG_REMOVED);
2476 root 1.9
2477 root 1.24 return op;
2478 elmex 1.1 }
2479    
2480     /* This returns the first object in who's inventory that
2481     * has the same type and subtype match.
2482     * returns NULL if no match.
2483     */
2484 root 1.24 object *
2485     find_obj_by_type_subtype (const object *who, int type, int subtype)
2486 elmex 1.1 {
2487 root 1.48 object *tmp;
2488 elmex 1.1
2489 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2490     if (tmp->type == type && tmp->subtype == subtype)
2491     return tmp;
2492 elmex 1.1
2493 root 1.24 return NULL;
2494 elmex 1.1 }
2495    
2496     /* If ob has a field named key, return the link from the list,
2497     * otherwise return NULL.
2498     *
2499     * key must be a passed in shared string - otherwise, this won't
2500     * do the desired thing.
2501     */
2502 root 1.24 key_value *
2503     get_ob_key_link (const object *ob, const char *key)
2504     {
2505 root 1.48 key_value *link;
2506 root 1.24
2507     for (link = ob->key_values; link != NULL; link = link->next)
2508 root 1.48 if (link->key == key)
2509     return link;
2510 root 1.24
2511     return NULL;
2512     }
2513 elmex 1.1
2514     /*
2515     * Returns the value of op has an extra_field for key, or NULL.
2516     *
2517     * The argument doesn't need to be a shared string.
2518     *
2519     * The returned string is shared.
2520     */
2521 root 1.24 const char *
2522     get_ob_key_value (const object *op, const char *const key)
2523     {
2524 root 1.35 key_value *link;
2525     shstr_cmp canonical_key (key);
2526 root 1.24
2527 root 1.35 if (!canonical_key)
2528 root 1.24 {
2529     /* 1. There being a field named key on any object
2530     * implies there'd be a shared string to find.
2531     * 2. Since there isn't, no object has this field.
2532     * 3. Therefore, *this* object doesn't have this field.
2533     */
2534 root 1.35 return 0;
2535 elmex 1.1 }
2536    
2537 root 1.24 /* This is copied from get_ob_key_link() above -
2538     * only 4 lines, and saves the function call overhead.
2539     */
2540 root 1.35 for (link = op->key_values; link; link = link->next)
2541     if (link->key == canonical_key)
2542     return link->value;
2543    
2544     return 0;
2545 elmex 1.1 }
2546    
2547    
2548     /*
2549     * Updates the canonical_key in op to value.
2550     *
2551     * canonical_key is a shared string (value doesn't have to be).
2552     *
2553     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2554     * keys.
2555     *
2556     * Returns TRUE on success.
2557     */
2558 root 1.24 int
2559     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560     {
2561     key_value *
2562     field = NULL, *last = NULL;
2563    
2564     for (field = op->key_values; field != NULL; field = field->next)
2565     {
2566     if (field->key != canonical_key)
2567     {
2568     last = field;
2569     continue;
2570     }
2571    
2572     if (value)
2573     field->value = value;
2574     else
2575     {
2576     /* Basically, if the archetype has this key set,
2577     * we need to store the null value so when we save
2578     * it, we save the empty value so that when we load,
2579     * we get this value back again.
2580     */
2581     if (get_ob_key_link (&op->arch->clone, canonical_key))
2582     field->value = 0;
2583     else
2584     {
2585     if (last)
2586     last->next = field->next;
2587     else
2588     op->key_values = field->next;
2589    
2590 root 1.29 delete field;
2591 root 1.24 }
2592     }
2593     return TRUE;
2594     }
2595     /* IF we get here, key doesn't exist */
2596    
2597     /* No field, we'll have to add it. */
2598    
2599     if (!add_key)
2600     {
2601     return FALSE;
2602     }
2603     /* There isn't any good reason to store a null
2604     * value in the key/value list. If the archetype has
2605     * this key, then we should also have it, so shouldn't
2606     * be here. If user wants to store empty strings,
2607     * should pass in ""
2608     */
2609     if (value == NULL)
2610 elmex 1.1 return TRUE;
2611 root 1.24
2612     field = new key_value;
2613    
2614     field->key = canonical_key;
2615     field->value = value;
2616     /* Usual prepend-addition. */
2617     field->next = op->key_values;
2618     op->key_values = field;
2619    
2620     return TRUE;
2621 elmex 1.1 }
2622    
2623     /*
2624     * Updates the key in op to value.
2625     *
2626     * If add_key is FALSE, this will only update existing keys,
2627     * and not add new ones.
2628     * In general, should be little reason FALSE is ever passed in for add_key
2629     *
2630     * Returns TRUE on success.
2631     */
2632 root 1.24 int
2633     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2634 root 1.11 {
2635 root 1.29 shstr key_ (key);
2636 root 1.24
2637 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2638 elmex 1.1 }
2639 root 1.31
2640 root 1.34 object::depth_iterator::depth_iterator (object *container)
2641     : iterator_base (container)
2642     {
2643     while (item->inv)
2644     item = item->inv;
2645     }
2646    
2647 root 1.31 void
2648 root 1.34 object::depth_iterator::next ()
2649 root 1.31 {
2650 root 1.34 if (item->below)
2651     {
2652     item = item->below;
2653    
2654     while (item->inv)
2655     item = item->inv;
2656     }
2657 root 1.31 else
2658 root 1.34 item = item->env;
2659 root 1.31 }
2660 root 1.34
2661 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2662     const char *
2663     object::debug_desc (char *info) const
2664     {
2665     char info2[256 * 3];
2666     char *p = info;
2667    
2668     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2669     count,
2670     &name,
2671     title ? " " : "",
2672     title ? (const char *)title : "");
2673    
2674     if (env)
2675     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676    
2677     if (map)
2678     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2679    
2680     return info;
2681     }
2682    
2683     const char *
2684     object::debug_desc () const
2685     {
2686     static char info[256 * 3];
2687     return debug_desc (info);
2688     }
2689