ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.83
Committed: Mon Dec 25 14:43:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.82: +1 -1 lines
Log Message:
interim.checkin

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