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Revision: 1.92
Committed: Tue Dec 26 17:39:29 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.91: +10 -3 lines
Log Message:
drop-to-ground on player logout fixed, possible warning from set_speed fixed

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 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 root 1.24 {
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 root 1.85 save_object (freezer, op, 1);
370 root 1.53 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 1.87 dst->set_speed (dst->speed);
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 root 1.87 object::set_speed (float speed)
560 root 1.24 {
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 root 1.87 if (flag [FLAG_FREED] && speed)
567 root 1.24 {
568 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569     speed = 0;
570 elmex 1.1 }
571 root 1.31
572 root 1.87 this->speed = speed;
573    
574 root 1.24 if (arch_init)
575 root 1.31 return;
576    
577 root 1.87 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 root 1.24 {
579     /* If already on active list, don't do anything */
580 root 1.87 if (active_next || active_prev || this == active_objects)
581 root 1.8 return;
582 root 1.24
583     /* process_events() expects us to insert the object at the beginning
584     * of the list. */
585 root 1.87 active_next = active_objects;
586 root 1.31
587 root 1.87 if (active_next)
588     active_next->active_prev = this;
589 root 1.31
590 root 1.87 active_objects = this;
591 elmex 1.1 }
592 root 1.24 else
593     {
594     /* If not on the active list, nothing needs to be done */
595 root 1.87 if (!active_next && !active_prev && this != active_objects)
596 root 1.24 return;
597    
598 root 1.87 if (!active_prev)
599 root 1.24 {
600 root 1.87 active_objects = active_next;
601 root 1.31
602 root 1.87 if (active_next)
603     active_next->active_prev = 0;
604 root 1.8 }
605 root 1.24 else
606     {
607 root 1.87 active_prev->active_next = active_next;
608 root 1.31
609 root 1.87 if (active_next)
610     active_next->active_prev = active_prev;
611 root 1.24 }
612 root 1.31
613 root 1.87 active_next = 0;
614     active_prev = 0;
615 elmex 1.1 }
616     }
617    
618     /* This function removes object 'op' from the list of active
619     * objects.
620     * This should only be used for style maps or other such
621     * reference maps where you don't want an object that isn't
622     * in play chewing up cpu time getting processed.
623     * The reverse of this is to call update_ob_speed, which
624     * will do the right thing based on the speed of the object.
625     */
626 root 1.24 void
627     remove_from_active_list (object *op)
628 elmex 1.1 {
629 root 1.24 /* If not on the active list, nothing needs to be done */
630     if (!op->active_next && !op->active_prev && op != active_objects)
631     return;
632 elmex 1.1
633 root 1.24 if (op->active_prev == NULL)
634     {
635     active_objects = op->active_next;
636     if (op->active_next != NULL)
637     op->active_next->active_prev = NULL;
638 elmex 1.1 }
639 root 1.24 else
640     {
641     op->active_prev->active_next = op->active_next;
642     if (op->active_next)
643     op->active_next->active_prev = op->active_prev;
644 elmex 1.1 }
645 root 1.24 op->active_next = NULL;
646     op->active_prev = NULL;
647 elmex 1.1 }
648    
649     /*
650 root 1.75 * update_object() updates the the map.
651 elmex 1.1 * It takes into account invisible objects (and represent squares covered
652     * by invisible objects by whatever is below them (unless it's another
653     * invisible object, etc...)
654     * If the object being updated is beneath a player, the look-window
655     * of that player is updated (this might be a suboptimal way of
656     * updating that window, though, since update_object() is called _often_)
657     *
658     * action is a hint of what the caller believes need to be done.
659     * current action are:
660     * UP_OBJ_INSERT: op was inserted
661     * UP_OBJ_REMOVE: op was removed
662     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
663     * as that is easier than trying to look at what may have changed.
664     * UP_OBJ_FACE: only the objects face has changed.
665     */
666 root 1.24 void
667     update_object (object *op, int action)
668     {
669     MoveType move_on, move_off, move_block, move_slow;
670    
671     if (op == NULL)
672     {
673     /* this should never happen */
674     LOG (llevDebug, "update_object() called for NULL object.\n");
675     return;
676 elmex 1.1 }
677 root 1.24
678 root 1.75 if (op->env)
679 root 1.24 {
680     /* Animation is currently handled by client, so nothing
681     * to do in this case.
682     */
683     return;
684 elmex 1.1 }
685    
686 root 1.24 /* If the map is saving, don't do anything as everything is
687     * going to get freed anyways.
688     */
689     if (!op->map || op->map->in_memory == MAP_SAVING)
690     return;
691    
692     /* make sure the object is within map boundaries */
693 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 root 1.24 {
695     LOG (llevError, "update_object() called for object out of map!\n");
696 elmex 1.1 #ifdef MANY_CORES
697 root 1.24 abort ();
698 elmex 1.1 #endif
699 root 1.24 return;
700 elmex 1.1 }
701    
702 root 1.76 mapspace &m = op->ms ();
703 elmex 1.1
704 root 1.75 if (m.flags_ & P_NEED_UPDATE)
705     /* nop */;
706     else if (action == UP_OBJ_INSERT)
707     {
708     // this is likely overkill, TODO: revisit (schmorp)
709     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
710     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
711     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
712     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
714     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
715     || (m.move_on | op->move_on ) != m.move_on
716     || (m.move_off | op->move_off ) != m.move_off
717     || (m.move_slow | op->move_slow) != m.move_slow
718     /* This isn't perfect, but I don't expect a lot of objects to
719     * to have move_allow right now.
720     */
721     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723     m.flags_ = P_NEED_UPDATE;
724     }
725     /* if the object is being removed, we can't make intelligent
726     * decisions, because remove_ob can't really pass the object
727     * that is being removed.
728     */
729 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 root 1.75 m.flags_ = P_NEED_UPDATE;
731 root 1.24 else if (action == UP_OBJ_FACE)
732 root 1.29 /* Nothing to do for that case */ ;
733 root 1.24 else
734 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 elmex 1.1
736 root 1.75 if (op->more)
737 root 1.24 update_object (op->more, action);
738 elmex 1.1 }
739    
740 root 1.45 object::vector object::objects; // not yet used
741     object *object::first;
742 root 1.21
743     object::object ()
744     {
745 root 1.22 SET_FLAG (this, FLAG_REMOVED);
746    
747     expmul = 1.0;
748     face = blank_face;
749     }
750    
751     object::~object ()
752     {
753     free_key_values (this);
754     }
755    
756 root 1.24 void object::link ()
757 root 1.22 {
758 root 1.21 count = ++ob_count;
759 root 1.41 uuid = gen_uuid ();
760 root 1.21
761     prev = 0;
762 root 1.45 next = object::first;
763 root 1.21
764 root 1.45 if (object::first)
765     object::first->prev = this;
766 root 1.21
767 root 1.45 object::first = this;
768 root 1.21 }
769    
770 root 1.24 void object::unlink ()
771 root 1.21 {
772 root 1.45 if (this == object::first)
773     object::first = next;
774 root 1.38
775 root 1.22 /* Remove this object from the list of used objects */
776 root 1.41 if (prev) prev->next = next;
777     if (next) next->prev = prev;
778 root 1.25
779 root 1.41 prev = 0;
780     next = 0;
781 root 1.24 }
782 root 1.21
783 root 1.89 /*
784     * Remove and free all objects in the inventory of the given object.
785     * object.c ?
786     */
787     void
788     object::destroy_inv (bool drop_to_ground)
789     {
790     /* Only if the space blocks everything do we not process -
791     * if some form of movement is allowed, let objects
792     * drop on that space.
793     */
794 root 1.92 if (!drop_to_ground
795     || !map
796     || map->in_memory != MAP_IN_MEMORY
797     || map->at (x, y).move_block == MOVE_ALL)
798 root 1.89 {
799     while (inv)
800 root 1.92 {
801     inv->destroy_inv (drop_to_ground);
802     inv->destroy ();
803     }
804 root 1.89 }
805     else
806     { /* Put objects in inventory onto this space */
807     while (inv)
808     {
809     object *op = inv;
810    
811     if (op->flag [FLAG_STARTEQUIP]
812     || op->flag [FLAG_NO_DROP]
813     || op->type == RUNE
814     || op->type == TRAP
815     || op->flag [FLAG_IS_A_TEMPLATE])
816     op->destroy ();
817     else
818     {
819     op->remove ();
820     op->x = x;
821     op->y = y;
822     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823     }
824     }
825     }
826     }
827    
828 root 1.21 object *object::create ()
829     {
830 root 1.42 object *op = new object;
831 root 1.22 op->link ();
832     return op;
833 root 1.21 }
834 elmex 1.1
835 root 1.82 void
836     object::do_destroy ()
837 root 1.14 {
838 root 1.82 if (flag [FLAG_IS_LINKED])
839     remove_button_link (this);
840 root 1.29
841 root 1.82 if (flag [FLAG_FRIENDLY])
842 root 1.32 remove_friendly_object (this);
843    
844 root 1.82 if (!flag [FLAG_REMOVED])
845 root 1.63 remove ();
846 root 1.14
847 root 1.82 if (flag [FLAG_FREED])
848     return;
849 root 1.14
850 root 1.92 set_speed (0);
851    
852 root 1.82 flag [FLAG_FREED] = 1;
853 root 1.14
854 root 1.90 attachable::do_destroy ();
855    
856 root 1.89 destroy_inv (true);
857 root 1.88 unlink ();
858    
859 root 1.57 // hack to ensure that freed objects still have a valid map
860     {
861     static maptile *freed_map; // freed objects are moved here to avoid crashes
862    
863     if (!freed_map)
864     {
865     freed_map = new maptile;
866    
867     freed_map->name = "/internal/freed_objects_map";
868     freed_map->width = 3;
869     freed_map->height = 3;
870    
871     freed_map->allocate ();
872     }
873    
874     map = freed_map;
875     x = 1;
876     y = 1;
877     }
878    
879 root 1.82 head = 0;
880 root 1.88
881     if (more)
882     {
883     more->destroy ();
884     more = 0;
885     }
886 root 1.82
887 root 1.44 // clear those pointers that likely might have circular references to us
888     owner = 0;
889     enemy = 0;
890     attacked_by = 0;
891 root 1.25
892 root 1.52 // only relevant for players(?), but make sure of it anyways
893     contr = 0;
894 root 1.82 }
895    
896     void
897     object::destroy (bool destroy_inventory)
898     {
899     if (destroyed ())
900     return;
901    
902     if (destroy_inventory)
903 root 1.89 destroy_inv (false);
904 root 1.22
905 root 1.82 attachable::destroy ();
906 elmex 1.1 }
907    
908     /*
909     * sub_weight() recursively (outwards) subtracts a number from the
910     * weight of an object (and what is carried by it's environment(s)).
911     */
912 root 1.24 void
913     sub_weight (object *op, signed long weight)
914     {
915     while (op != NULL)
916     {
917     if (op->type == CONTAINER)
918 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
919    
920 root 1.24 op->carrying -= weight;
921     op = op->env;
922 elmex 1.1 }
923     }
924    
925 root 1.63 /* op->remove ():
926 elmex 1.1 * This function removes the object op from the linked list of objects
927     * which it is currently tied to. When this function is done, the
928     * object will have no environment. If the object previously had an
929     * environment, the x and y coordinates will be updated to
930     * the previous environment.
931     * Beware: This function is called from the editor as well!
932     */
933 root 1.24 void
934 root 1.59 object::remove ()
935 root 1.24 {
936 root 1.45 object *tmp, *last = 0;
937     object *otmp;
938 root 1.26
939 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
940 root 1.29 return;
941 root 1.24
942 root 1.59 SET_FLAG (this, FLAG_REMOVED);
943 root 1.82 INVOKE_OBJECT (REMOVE, this);
944 root 1.26
945 root 1.59 if (more)
946     more->remove ();
947 root 1.24
948     /*
949     * In this case, the object to be removed is in someones
950     * inventory.
951     */
952 root 1.59 if (env)
953 root 1.24 {
954 root 1.59 if (nrof)
955     sub_weight (env, weight * nrof);
956 root 1.24 else
957 root 1.59 sub_weight (env, weight + carrying);
958 root 1.24
959     /* NO_FIX_PLAYER is set when a great many changes are being
960     * made to players inventory. If set, avoiding the call
961     * to save cpu time.
962     */
963 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
964 root 1.78 otmp->update_stats ();
965 root 1.24
966 root 1.59 if (above != NULL)
967     above->below = below;
968 root 1.24 else
969 root 1.59 env->inv = below;
970 root 1.24
971 root 1.59 if (below != NULL)
972     below->above = above;
973 root 1.24
974     /* we set up values so that it could be inserted into
975     * the map, but we don't actually do that - it is up
976     * to the caller to decide what we want to do.
977     */
978 root 1.59 x = env->x, y = env->y;
979     map = env->map;
980     above = 0, below = 0;
981     env = 0;
982     }
983     else if (map)
984     {
985 root 1.29 /* Re did the following section of code - it looks like it had
986     * lots of logic for things we no longer care about
987 root 1.24 */
988 elmex 1.1
989 root 1.29 /* link the object above us */
990 root 1.59 if (above)
991     above->below = below;
992 root 1.29 else
993 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
994 root 1.24
995 root 1.29 /* Relink the object below us, if there is one */
996 root 1.59 if (below)
997     below->above = above;
998 root 1.29 else
999     {
1000     /* Nothing below, which means we need to relink map object for this space
1001     * use translated coordinates in case some oddness with map tiling is
1002     * evident
1003     */
1004 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1005 root 1.29 {
1006 root 1.59 char *dump = dump_object (this);
1007 root 1.29 LOG (llevError,
1008 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);
1009     free (dump);
1010 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1011 root 1.53 LOG (llevError, "%s\n", dump);
1012     free (dump);
1013 root 1.29 }
1014 elmex 1.1
1015 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
1016 root 1.8 }
1017 root 1.26
1018 root 1.59 above = 0;
1019     below = 0;
1020 root 1.26
1021 root 1.59 if (map->in_memory == MAP_SAVING)
1022 root 1.29 return;
1023 elmex 1.1
1024 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 elmex 1.1
1026 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1027 root 1.24 {
1028 root 1.29 /* No point updating the players look faces if he is the object
1029     * being removed.
1030 root 1.24 */
1031 root 1.29
1032 root 1.59 if (tmp->type == PLAYER && tmp != this)
1033 root 1.24 {
1034 root 1.29 /* If a container that the player is currently using somehow gets
1035     * removed (most likely destroyed), update the player view
1036     * appropriately.
1037     */
1038 root 1.59 if (tmp->container == this)
1039 root 1.29 {
1040 root 1.82 flag [FLAG_APPLIED] = 0;
1041 root 1.59 tmp->container = 0;
1042 root 1.29 }
1043    
1044 root 1.82 if (tmp->contr->ns)
1045     tmp->contr->ns->floorbox_update ();
1046 root 1.8 }
1047 root 1.26
1048 root 1.29 /* See if player moving off should effect something */
1049 root 1.50 if (check_walk_off
1050 root 1.59 && ((move_type & tmp->move_off)
1051     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 root 1.29 {
1053 elmex 1.72 move_apply (tmp, this, 0);
1054 root 1.24
1055 root 1.59 if (destroyed ())
1056 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 root 1.8 }
1058    
1059 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060    
1061     if (tmp->above == tmp)
1062 root 1.59 tmp->above = 0;
1063 root 1.8
1064 root 1.29 last = tmp;
1065     }
1066 root 1.26
1067 root 1.29 /* last == NULL of there are no objects on this space */
1068 root 1.59 if (!last)
1069 root 1.75 map->at (x, y).flags_ = P_NEED_UPDATE;
1070 root 1.29 else
1071     update_object (last, UP_OBJ_REMOVE);
1072 root 1.26
1073 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 root 1.59 update_all_los (map, x, y);
1075 elmex 1.1 }
1076     }
1077    
1078     /*
1079     * merge_ob(op,top):
1080     *
1081     * This function goes through all objects below and including top, and
1082     * merges op to the first matching object.
1083     * If top is NULL, it is calculated.
1084     * Returns pointer to object if it succeded in the merge, otherwise NULL
1085     */
1086 root 1.24 object *
1087     merge_ob (object *op, object *top)
1088     {
1089     if (!op->nrof)
1090 elmex 1.1 return 0;
1091 root 1.29
1092 root 1.82 if (top)
1093     for (top = op; top && top->above; top = top->above)
1094     ;
1095 root 1.29
1096 root 1.82 for (; top; top = top->below)
1097 elmex 1.1 {
1098 root 1.24 if (top == op)
1099     continue;
1100 root 1.66
1101     if (object::can_merge (op, top))
1102 root 1.24 {
1103     top->nrof += op->nrof;
1104    
1105 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1106 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1107 root 1.64 op->destroy ();
1108 root 1.24 return top;
1109     }
1110 elmex 1.1 }
1111 root 1.29
1112 root 1.45 return 0;
1113 elmex 1.1 }
1114    
1115     /*
1116     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1117     * job preparing multi-part monsters
1118     */
1119 root 1.24 object *
1120 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1121 root 1.24 {
1122 root 1.29 object *tmp;
1123 root 1.24
1124     if (op->head)
1125     op = op->head;
1126 root 1.29
1127 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1128     {
1129     tmp->x = x + tmp->arch->clone.x;
1130     tmp->y = y + tmp->arch->clone.y;
1131 elmex 1.1 }
1132 root 1.29
1133 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1134 elmex 1.1 }
1135    
1136     /*
1137     * insert_ob_in_map (op, map, originator, flag):
1138     * This function inserts the object in the two-way linked list
1139     * which represents what is on a map.
1140     * The second argument specifies the map, and the x and y variables
1141     * in the object about to be inserted specifies the position.
1142     *
1143     * originator: Player, monster or other object that caused 'op' to be inserted
1144     * into 'map'. May be NULL.
1145     *
1146     * flag is a bitmask about special things to do (or not do) when this
1147     * function is called. see the object.h file for the INS_ values.
1148     * Passing 0 for flag gives proper default values, so flag really only needs
1149     * to be set if special handling is needed.
1150     *
1151     * Return value:
1152     * new object if 'op' was merged with other object
1153     * NULL if 'op' was destroyed
1154     * just 'op' otherwise
1155     */
1156 root 1.24 object *
1157 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1158 elmex 1.1 {
1159 root 1.25 object *tmp, *top, *floor = NULL;
1160     sint16 x, y;
1161 elmex 1.1
1162 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1163     {
1164     LOG (llevError, "Trying to insert freed object!\n");
1165     return NULL;
1166     }
1167 root 1.25
1168 root 1.24 if (m == NULL)
1169     {
1170 root 1.53 char *dump = dump_object (op);
1171     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172     free (dump);
1173 root 1.24 return op;
1174 elmex 1.1 }
1175 root 1.25
1176 root 1.24 if (out_of_map (m, op->x, op->y))
1177     {
1178 root 1.53 char *dump = dump_object (op);
1179     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180 elmex 1.1 #ifdef MANY_CORES
1181 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1182     * is likely to cause a crash. Better to find out where it is getting
1183     * improperly inserted.
1184     */
1185     abort ();
1186 elmex 1.1 #endif
1187 root 1.53 free (dump);
1188 root 1.24 return op;
1189 elmex 1.1 }
1190 root 1.25
1191 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192     {
1193 root 1.53 char *dump = dump_object (op);
1194     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195     free (dump);
1196 root 1.24 return op;
1197     }
1198 root 1.25
1199 root 1.82 if (op->more)
1200 root 1.24 {
1201     /* The part may be on a different map. */
1202    
1203 root 1.26 object *more = op->more;
1204 root 1.24
1205     /* We really need the caller to normalize coordinates - if
1206     * we set the map, that doesn't work if the location is within
1207     * a map and this is straddling an edge. So only if coordinate
1208     * is clear wrong do we normalize it.
1209     */
1210     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1211 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1212 root 1.24 else if (!more->map)
1213     {
1214     /* For backwards compatibility - when not dealing with tiled maps,
1215     * more->map should always point to the parent.
1216     */
1217     more->map = m;
1218     }
1219    
1220     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221     {
1222     if (!op->head)
1223     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224 root 1.26
1225 root 1.82 return 0;
1226 root 1.8 }
1227 root 1.24 }
1228 root 1.25
1229 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1230 root 1.8
1231 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1232     * of areas of callers (eg, anything that uses find_free_spot would now
1233     * need extra work
1234     */
1235     op->map = get_map_from_coord (m, &op->x, &op->y);
1236     x = op->x;
1237     y = op->y;
1238    
1239     /* this has to be done after we translate the coordinates.
1240     */
1241     if (op->nrof && !(flag & INS_NO_MERGE))
1242 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1243 root 1.66 if (object::can_merge (op, tmp))
1244 root 1.25 {
1245     op->nrof += tmp->nrof;
1246 root 1.64 tmp->destroy ();
1247 root 1.25 }
1248 root 1.24
1249     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1250     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1251 root 1.25
1252 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1253     CLEAR_FLAG (op, FLAG_NO_STEAL);
1254    
1255     if (flag & INS_BELOW_ORIGINATOR)
1256     {
1257     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1258     {
1259     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1260     abort ();
1261     }
1262 root 1.25
1263 root 1.24 op->above = originator;
1264     op->below = originator->below;
1265 root 1.25
1266 root 1.24 if (op->below)
1267     op->below->above = op;
1268     else
1269 root 1.84 op->ms ().bot = op;
1270 root 1.25
1271 root 1.24 /* since *below* originator, no need to update top */
1272     originator->below = op;
1273 elmex 1.1 }
1274 root 1.24 else
1275     {
1276     /* If there are other objects, then */
1277     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1278     {
1279 root 1.25 object *last = NULL;
1280 root 1.24
1281     /*
1282     * If there are multiple objects on this space, we do some trickier handling.
1283     * We've already dealt with merging if appropriate.
1284     * Generally, we want to put the new object on top. But if
1285     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1286     * floor, we want to insert above that and no further.
1287     * Also, if there are spell objects on this space, we stop processing
1288     * once we get to them. This reduces the need to traverse over all of
1289     * them when adding another one - this saves quite a bit of cpu time
1290     * when lots of spells are cast in one area. Currently, it is presumed
1291     * that flying non pickable objects are spell objects.
1292     */
1293 elmex 1.1
1294 root 1.24 while (top != NULL)
1295     {
1296     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1297     floor = top;
1298 root 1.26
1299 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))
1300     {
1301     /* We insert above top, so we want this object below this */
1302     top = top->below;
1303     break;
1304     }
1305 root 1.26
1306 root 1.24 last = top;
1307     top = top->above;
1308     }
1309 root 1.26
1310 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1311     top = last;
1312 root 1.8
1313 root 1.24 /* We let update_position deal with figuring out what the space
1314     * looks like instead of lots of conditions here.
1315     * makes things faster, and effectively the same result.
1316     */
1317    
1318     /* Have object 'fall below' other objects that block view.
1319     * Unless those objects are exits, type 66
1320     * If INS_ON_TOP is used, don't do this processing
1321     * Need to find the object that in fact blocks view, otherwise
1322     * stacking is a bit odd.
1323     */
1324     if (!(flag & INS_ON_TOP) &&
1325 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1326 root 1.24 {
1327     for (last = top; last != floor; last = last->below)
1328     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1329     break;
1330     /* Check to see if we found the object that blocks view,
1331     * and make sure we have a below pointer for it so that
1332     * we can get inserted below this one, which requires we
1333     * set top to the object below us.
1334     */
1335     if (last && last->below && last != floor)
1336     top = last->below;
1337 root 1.8 }
1338 root 1.24 } /* If objects on this space */
1339 root 1.25
1340 root 1.24 if (flag & INS_MAP_LOAD)
1341     top = GET_MAP_TOP (op->map, op->x, op->y);
1342 root 1.25
1343 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1344     top = floor;
1345    
1346     /* Top is the object that our object (op) is going to get inserted above.
1347     */
1348    
1349     /* First object on this space */
1350     if (!top)
1351     {
1352     op->above = GET_MAP_OB (op->map, op->x, op->y);
1353 root 1.25
1354 root 1.24 if (op->above)
1355     op->above->below = op;
1356 root 1.25
1357 root 1.24 op->below = NULL;
1358 root 1.84 op->ms ().bot = op;
1359 root 1.24 }
1360     else
1361     { /* get inserted into the stack above top */
1362     op->above = top->above;
1363 root 1.25
1364 root 1.24 if (op->above)
1365     op->above->below = op;
1366 root 1.25
1367 root 1.24 op->below = top;
1368     top->above = op;
1369     }
1370 root 1.25
1371 root 1.24 if (op->above == NULL)
1372 root 1.76 op->ms ().top = op;
1373 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1374 root 1.8
1375 root 1.24 if (op->type == PLAYER)
1376     op->contr->do_los = 1;
1377    
1378     /* If we have a floor, we know the player, if any, will be above
1379     * it, so save a few ticks and start from there.
1380     */
1381     if (!(flag & INS_MAP_LOAD))
1382 root 1.76 if (object *pl = op->ms ().player ())
1383 root 1.82 if (pl->contr->ns)
1384     pl->contr->ns->floorbox_update ();
1385 root 1.24
1386     /* If this object glows, it may affect lighting conditions that are
1387     * visible to others on this map. But update_all_los is really
1388     * an inefficient way to do this, as it means los for all players
1389     * on the map will get recalculated. The players could very well
1390     * be far away from this change and not affected in any way -
1391     * this should get redone to only look for players within range,
1392     * or just updating the P_NEED_UPDATE for spaces within this area
1393     * of effect may be sufficient.
1394     */
1395 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1396 root 1.24 update_all_los (op->map, op->x, op->y);
1397    
1398     /* updates flags (blocked, alive, no magic, etc) for this map space */
1399     update_object (op, UP_OBJ_INSERT);
1400    
1401 root 1.82 INVOKE_OBJECT (INSERT, op);
1402    
1403 root 1.24 /* Don't know if moving this to the end will break anything. However,
1404 root 1.70 * we want to have floorbox_update called before calling this.
1405 root 1.24 *
1406     * check_move_on() must be after this because code called from
1407     * check_move_on() depends on correct map flags (so functions like
1408     * blocked() and wall() work properly), and these flags are updated by
1409     * update_object().
1410     */
1411    
1412     /* if this is not the head or flag has been passed, don't check walk on status */
1413     if (!(flag & INS_NO_WALK_ON) && !op->head)
1414     {
1415     if (check_move_on (op, originator))
1416 root 1.82 return 0;
1417 elmex 1.1
1418 root 1.24 /* If we are a multi part object, lets work our way through the check
1419     * walk on's.
1420     */
1421     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1422     if (check_move_on (tmp, originator))
1423 root 1.82 return 0;
1424 elmex 1.1 }
1425 root 1.25
1426 root 1.24 return op;
1427 elmex 1.1 }
1428    
1429     /* this function inserts an object in the map, but if it
1430 root 1.75 * finds an object of its own type, it'll remove that one first.
1431     * op is the object to insert it under: supplies x and the map.
1432 elmex 1.1 */
1433 root 1.24 void
1434     replace_insert_ob_in_map (const char *arch_string, object *op)
1435     {
1436 root 1.75 object *tmp, *tmp1;
1437 elmex 1.1
1438 root 1.24 /* first search for itself and remove any old instances */
1439 elmex 1.1
1440 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1441 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1442     tmp->destroy ();
1443 elmex 1.1
1444 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1445 elmex 1.1
1446 root 1.24 tmp1->x = op->x;
1447     tmp1->y = op->y;
1448     insert_ob_in_map (tmp1, op->map, op, 0);
1449     }
1450 elmex 1.1
1451     /*
1452     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1453     * is returned contains nr objects, and the remaining parts contains
1454     * the rest (or is removed and freed if that number is 0).
1455     * On failure, NULL is returned, and the reason put into the
1456     * global static errmsg array.
1457     */
1458    
1459 root 1.24 object *
1460     get_split_ob (object *orig_ob, uint32 nr)
1461     {
1462 root 1.64 object *newob;
1463     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1464 root 1.24
1465     if (orig_ob->nrof < nr)
1466     {
1467     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1468     return NULL;
1469     }
1470 root 1.29
1471 root 1.24 newob = object_create_clone (orig_ob);
1472 root 1.29
1473 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1474 root 1.63 orig_ob->destroy (1);
1475 root 1.24 else if (!is_removed)
1476     {
1477     if (orig_ob->env != NULL)
1478     sub_weight (orig_ob->env, orig_ob->weight * nr);
1479     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1480     {
1481     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1482     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1483     return NULL;
1484 root 1.8 }
1485 elmex 1.1 }
1486 root 1.29
1487 root 1.24 newob->nrof = nr;
1488 elmex 1.1
1489 root 1.24 return newob;
1490 elmex 1.1 }
1491    
1492     /*
1493     * decrease_ob_nr(object, number) decreases a specified number from
1494     * the amount of an object. If the amount reaches 0, the object
1495     * is subsequently removed and freed.
1496     *
1497     * Return value: 'op' if something is left, NULL if the amount reached 0
1498     */
1499    
1500 root 1.24 object *
1501     decrease_ob_nr (object *op, uint32 i)
1502 elmex 1.1 {
1503 root 1.29 object *tmp;
1504 elmex 1.1
1505 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1506     return op;
1507    
1508     if (i > op->nrof)
1509     i = op->nrof;
1510    
1511     if (QUERY_FLAG (op, FLAG_REMOVED))
1512 root 1.29 op->nrof -= i;
1513 root 1.73 else if (op->env)
1514 root 1.24 {
1515     /* is this object in the players inventory, or sub container
1516     * therein?
1517     */
1518 root 1.74 tmp = op->in_player ();
1519 root 1.24 /* nope. Is this a container the player has opened?
1520     * If so, set tmp to that player.
1521     * IMO, searching through all the players will mostly
1522     * likely be quicker than following op->env to the map,
1523     * and then searching the map for a player.
1524     */
1525     if (!tmp)
1526 root 1.81 for_all_players (pl)
1527     if (pl->ob->container == op->env)
1528     {
1529     tmp = pl->ob;
1530     break;
1531     }
1532 elmex 1.1
1533 root 1.24 if (i < op->nrof)
1534     {
1535     sub_weight (op->env, op->weight * i);
1536     op->nrof -= i;
1537     if (tmp)
1538 root 1.73 esrv_send_item (tmp, op);
1539 root 1.24 }
1540     else
1541     {
1542 root 1.63 op->remove ();
1543 root 1.24 op->nrof = 0;
1544     if (tmp)
1545 root 1.73 esrv_del_item (tmp->contr, op->count);
1546 elmex 1.1 }
1547     }
1548 root 1.24 else
1549 elmex 1.1 {
1550 root 1.29 object *above = op->above;
1551 elmex 1.1
1552 root 1.24 if (i < op->nrof)
1553 root 1.29 op->nrof -= i;
1554 root 1.24 else
1555     {
1556 root 1.63 op->remove ();
1557 root 1.24 op->nrof = 0;
1558     }
1559 root 1.29
1560 root 1.24 /* Since we just removed op, op->above is null */
1561 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1562 root 1.24 if (tmp->type == PLAYER)
1563     {
1564     if (op->nrof)
1565     esrv_send_item (tmp, op);
1566     else
1567     esrv_del_item (tmp->contr, op->count);
1568     }
1569 elmex 1.1 }
1570    
1571 root 1.24 if (op->nrof)
1572 root 1.29 return op;
1573 root 1.24 else
1574     {
1575 root 1.64 op->destroy ();
1576 root 1.73 return 0;
1577 elmex 1.1 }
1578     }
1579    
1580     /*
1581     * add_weight(object, weight) adds the specified weight to an object,
1582     * and also updates how much the environment(s) is/are carrying.
1583     */
1584    
1585 root 1.24 void
1586     add_weight (object *op, signed long weight)
1587     {
1588     while (op != NULL)
1589     {
1590     if (op->type == CONTAINER)
1591 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1592    
1593 root 1.24 op->carrying += weight;
1594     op = op->env;
1595     }
1596 elmex 1.1 }
1597    
1598 root 1.24 object *
1599     insert_ob_in_ob (object *op, object *where)
1600     {
1601 root 1.59 if (!where)
1602 root 1.24 {
1603 root 1.53 char *dump = dump_object (op);
1604     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605     free (dump);
1606 root 1.24 return op;
1607     }
1608 root 1.29
1609 root 1.24 if (where->head)
1610     {
1611 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 root 1.24 where = where->head;
1613     }
1614 root 1.29
1615 root 1.59 return where->insert (op);
1616     }
1617    
1618     /*
1619     * env->insert (op)
1620     * This function inserts the object op in the linked list
1621     * inside the object environment.
1622     *
1623     * The function returns now pointer to inserted item, and return value can
1624     * be != op, if items are merged. -Tero
1625     */
1626    
1627     object *
1628     object::insert (object *op)
1629     {
1630     object *tmp, *otmp;
1631    
1632     if (!QUERY_FLAG (op, FLAG_REMOVED))
1633     op->remove ();
1634    
1635 root 1.24 if (op->more)
1636     {
1637     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1638     return op;
1639     }
1640 root 1.29
1641 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1642     CLEAR_FLAG (op, FLAG_REMOVED);
1643     if (op->nrof)
1644     {
1645 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1646 root 1.66 if (object::can_merge (tmp, op))
1647 root 1.24 {
1648     /* return the original object and remove inserted object
1649     (client needs the original object) */
1650     tmp->nrof += op->nrof;
1651     /* Weight handling gets pretty funky. Since we are adding to
1652     * tmp->nrof, we need to increase the weight.
1653     */
1654 root 1.59 add_weight (this, op->weight * op->nrof);
1655 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1656 root 1.59 op->destroy (); /* free the inserted object */
1657 root 1.24 op = tmp;
1658 root 1.59 op->remove (); /* and fix old object's links */
1659 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1660     break;
1661     }
1662    
1663     /* I assume combined objects have no inventory
1664     * We add the weight - this object could have just been removed
1665     * (if it was possible to merge). calling remove_ob will subtract
1666     * the weight, so we need to add it in again, since we actually do
1667     * the linking below
1668     */
1669 root 1.59 add_weight (this, op->weight * op->nrof);
1670 root 1.24 }
1671     else
1672 root 1.59 add_weight (this, (op->weight + op->carrying));
1673 elmex 1.1
1674 root 1.74 otmp = this->in_player ();
1675 root 1.59 if (otmp && otmp->contr)
1676     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 root 1.78 otmp->update_stats ();
1678 elmex 1.1
1679 root 1.74 op->map = 0;
1680 root 1.59 op->env = this;
1681 root 1.74 op->above = 0;
1682     op->below = 0;
1683 root 1.24 op->x = 0, op->y = 0;
1684 elmex 1.1
1685     /* reset the light list and los of the players on the map */
1686 root 1.59 if ((op->glow_radius != 0) && map)
1687 root 1.24 {
1688 elmex 1.1 #ifdef DEBUG_LIGHTS
1689 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690     #endif /* DEBUG_LIGHTS */
1691 root 1.84 if (map->darkness)
1692 root 1.59 update_all_los (map, x, y);
1693 root 1.24 }
1694 elmex 1.1
1695     /* Client has no idea of ordering so lets not bother ordering it here.
1696     * It sure simplifies this function...
1697     */
1698 root 1.59 if (!inv)
1699     inv = op;
1700 root 1.24 else
1701     {
1702 root 1.59 op->below = inv;
1703 elmex 1.1 op->below->above = op;
1704 root 1.59 inv = op;
1705 root 1.24 }
1706 root 1.59
1707 root 1.82 INVOKE_OBJECT (INSERT, this);
1708    
1709 elmex 1.1 return op;
1710     }
1711    
1712     /*
1713     * Checks if any objects has a move_type that matches objects
1714     * that effect this object on this space. Call apply() to process
1715     * these events.
1716     *
1717     * Any speed-modification due to SLOW_MOVE() of other present objects
1718     * will affect the speed_left of the object.
1719     *
1720     * originator: Player, monster or other object that caused 'op' to be inserted
1721     * into 'map'. May be NULL.
1722     *
1723     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1724     *
1725     * 4-21-95 added code to check if appropriate skill was readied - this will
1726     * permit faster movement by the player through this terrain. -b.t.
1727     *
1728     * MSW 2001-07-08: Check all objects on space, not just those below
1729     * object being inserted. insert_ob_in_map may not put new objects
1730     * on top.
1731     */
1732    
1733 root 1.24 int
1734     check_move_on (object *op, object *originator)
1735 elmex 1.1 {
1736 root 1.48 object *tmp;
1737 root 1.49 maptile *m = op->map;
1738 root 1.48 int x = op->x, y = op->y;
1739 root 1.26
1740 root 1.48 MoveType move_on, move_slow, move_block;
1741 root 1.24
1742     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1743     return 0;
1744    
1745     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1746     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1747     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1748    
1749     /* if nothing on this space will slow op down or be applied,
1750     * no need to do checking below. have to make sure move_type
1751     * is set, as lots of objects don't have it set - we treat that
1752     * as walking.
1753     */
1754     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1755     return 0;
1756 elmex 1.1
1757 root 1.24 /* This is basically inverse logic of that below - basically,
1758     * if the object can avoid the move on or slow move, they do so,
1759     * but can't do it if the alternate movement they are using is
1760     * blocked. Logic on this seems confusing, but does seem correct.
1761     */
1762     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1763     return 0;
1764    
1765     /* The objects have to be checked from top to bottom.
1766     * Hence, we first go to the top:
1767     */
1768    
1769 root 1.84 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1770 root 1.24 {
1771     /* Trim the search when we find the first other spell effect
1772     * this helps performance so that if a space has 50 spell objects,
1773     * we don't need to check all of them.
1774     */
1775     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1776     break;
1777     }
1778 root 1.26
1779     for (; tmp; tmp = tmp->below)
1780 root 1.24 {
1781     if (tmp == op)
1782     continue; /* Can't apply yourself */
1783 elmex 1.1
1784 root 1.24 /* Check to see if one of the movement types should be slowed down.
1785     * Second check makes sure that the movement types not being slowed
1786     * (~slow_move) is not blocked on this space - just because the
1787     * space doesn't slow down swimming (for example), if you can't actually
1788     * swim on that space, can't use it to avoid the penalty.
1789     */
1790     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1791     {
1792     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1793     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794     {
1795 elmex 1.1
1796 root 1.29 float
1797     diff = tmp->move_slow_penalty * FABS (op->speed);
1798 elmex 1.1
1799 root 1.24 if (op->type == PLAYER)
1800 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1801     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1802     diff /= 4.0;
1803    
1804 root 1.24 op->speed_left -= diff;
1805 root 1.8 }
1806     }
1807 elmex 1.1
1808 root 1.24 /* Basically same logic as above, except now for actual apply. */
1809     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1810     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1811     {
1812 elmex 1.72 move_apply (tmp, op, originator);
1813 root 1.24
1814 root 1.48 if (op->destroyed ())
1815 root 1.24 return 1;
1816    
1817     /* what the person/creature stepped onto has moved the object
1818     * someplace new. Don't process any further - if we did,
1819     * have a feeling strange problems would result.
1820     */
1821     if (op->map != m || op->x != x || op->y != y)
1822     return 0;
1823 root 1.8 }
1824 elmex 1.1 }
1825 root 1.26
1826 root 1.24 return 0;
1827 elmex 1.1 }
1828    
1829     /*
1830     * present_arch(arch, map, x, y) searches for any objects with
1831     * a matching archetype at the given map and coordinates.
1832     * The first matching object is returned, or NULL if none.
1833     */
1834 root 1.24 object *
1835 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1836 root 1.24 {
1837     if (m == NULL || out_of_map (m, x, y))
1838     {
1839     LOG (llevError, "Present_arch called outside map.\n");
1840     return NULL;
1841     }
1842 root 1.84
1843     for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1844 root 1.24 if (tmp->arch == at)
1845 elmex 1.1 return tmp;
1846 root 1.84
1847 elmex 1.1 return NULL;
1848     }
1849    
1850     /*
1851     * present(type, map, x, y) searches for any objects with
1852     * a matching type variable at the given map and coordinates.
1853     * The first matching object is returned, or NULL if none.
1854     */
1855 root 1.24 object *
1856 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1857 root 1.24 {
1858     if (out_of_map (m, x, y))
1859     {
1860     LOG (llevError, "Present called outside map.\n");
1861     return NULL;
1862     }
1863 root 1.84
1864     for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1865 root 1.24 if (tmp->type == type)
1866 elmex 1.1 return tmp;
1867 root 1.84
1868 elmex 1.1 return NULL;
1869     }
1870    
1871     /*
1872     * present_in_ob(type, object) searches for any objects with
1873     * a matching type variable in the inventory of the given object.
1874     * The first matching object is returned, or NULL if none.
1875     */
1876 root 1.24 object *
1877     present_in_ob (unsigned char type, const object *op)
1878     {
1879 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 root 1.24 if (tmp->type == type)
1881 elmex 1.1 return tmp;
1882 root 1.84
1883 elmex 1.1 return NULL;
1884     }
1885    
1886     /*
1887     * present_in_ob (type, str, object) searches for any objects with
1888     * a matching type & name variable in the inventory of the given object.
1889     * The first matching object is returned, or NULL if none.
1890     * This is mostly used by spell effect code, so that we only
1891     * have one spell effect at a time.
1892     * type can be used to narrow the search - if type is set,
1893     * the type must also match. -1 can be passed for the type,
1894     * in which case the type does not need to pass.
1895     * str is the string to match against. Note that we match against
1896     * the object name, not the archetype name. this is so that the
1897     * spell code can use one object type (force), but change it's name
1898     * to be unique.
1899     */
1900 root 1.24 object *
1901     present_in_ob_by_name (int type, const char *str, const object *op)
1902     {
1903 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905     return tmp;
1906 elmex 1.1
1907 root 1.82 return 0;
1908 elmex 1.1 }
1909    
1910     /*
1911     * present_arch_in_ob(archetype, object) searches for any objects with
1912     * a matching archetype in the inventory of the given object.
1913     * The first matching object is returned, or NULL if none.
1914     */
1915 root 1.24 object *
1916     present_arch_in_ob (const archetype *at, const object *op)
1917     {
1918 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 root 1.24 if (tmp->arch == at)
1920 elmex 1.1 return tmp;
1921 root 1.82
1922 elmex 1.1 return NULL;
1923     }
1924    
1925     /*
1926     * activate recursively a flag on an object inventory
1927     */
1928 root 1.24 void
1929     flag_inv (object *op, int flag)
1930     {
1931     if (op->inv)
1932 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 root 1.24 {
1934     SET_FLAG (tmp, flag);
1935     flag_inv (tmp, flag);
1936 elmex 1.1 }
1937 root 1.82 }
1938    
1939     /*
1940     * deactivate recursively a flag on an object inventory
1941     */
1942 root 1.24 void
1943     unflag_inv (object *op, int flag)
1944     {
1945     if (op->inv)
1946 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 root 1.24 {
1948     CLEAR_FLAG (tmp, flag);
1949     unflag_inv (tmp, flag);
1950 elmex 1.1 }
1951     }
1952    
1953     /*
1954     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1955     * all it's inventory (recursively).
1956     * If checksums are used, a player will get set_cheat called for
1957     * him/her-self and all object carried by a call to this function.
1958     */
1959 root 1.24 void
1960     set_cheat (object *op)
1961     {
1962     SET_FLAG (op, FLAG_WAS_WIZ);
1963     flag_inv (op, FLAG_WAS_WIZ);
1964 elmex 1.1 }
1965    
1966     /*
1967     * find_free_spot(object, map, x, y, start, stop) will search for
1968     * a spot at the given map and coordinates which will be able to contain
1969     * the given object. start and stop specifies how many squares
1970     * to search (see the freearr_x/y[] definition).
1971     * It returns a random choice among the alternatives found.
1972     * start and stop are where to start relative to the free_arr array (1,9
1973     * does all 4 immediate directions). This returns the index into the
1974     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1975     * Note - this only checks to see if there is space for the head of the
1976     * object - if it is a multispace object, this should be called for all
1977     * pieces.
1978     * Note2: This function does correctly handle tiled maps, but does not
1979     * inform the caller. However, insert_ob_in_map will update as
1980     * necessary, so the caller shouldn't need to do any special work.
1981     * Note - updated to take an object instead of archetype - this is necessary
1982     * because arch_blocked (now ob_blocked) needs to know the movement type
1983     * to know if the space in question will block the object. We can't use
1984     * the archetype because that isn't correct if the monster has been
1985     * customized, changed states, etc.
1986     */
1987 root 1.24 int
1988 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1989 root 1.24 {
1990 root 1.82 int index = 0, flag;
1991     int altern[SIZEOFFREE];
1992 root 1.24
1993 root 1.82 for (int i = start; i < stop; i++)
1994 root 1.24 {
1995     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1996     if (!flag)
1997 root 1.82 altern [index++] = i;
1998 root 1.24
1999     /* Basically, if we find a wall on a space, we cut down the search size.
2000     * In this way, we won't return spaces that are on another side of a wall.
2001     * This mostly work, but it cuts down the search size in all directions -
2002     * if the space being examined only has a wall to the north and empty
2003     * spaces in all the other directions, this will reduce the search space
2004     * to only the spaces immediately surrounding the target area, and
2005     * won't look 2 spaces south of the target space.
2006     */
2007 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2008 root 1.24 stop = maxfree[i];
2009 elmex 1.1 }
2010 root 1.74
2011 root 1.24 if (!index)
2012     return -1;
2013 root 1.74
2014 root 1.24 return altern[RANDOM () % index];
2015 elmex 1.1 }
2016    
2017     /*
2018 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2019 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2020     * But it will return the first available spot, not a random choice.
2021     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2022     */
2023 root 1.24 int
2024 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2025 root 1.24 {
2026 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2027     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2028     return i;
2029 root 1.24
2030     return -1;
2031 elmex 1.1 }
2032    
2033     /*
2034     * The function permute(arr, begin, end) randomly reorders the array
2035     * arr[begin..end-1].
2036 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2037 elmex 1.1 */
2038 root 1.24 static void
2039     permute (int *arr, int begin, int end)
2040 elmex 1.1 {
2041 root 1.82 arr += begin;
2042     end -= begin;
2043    
2044     while (--end)
2045     swap (arr [end], arr [RANDOM () % (end + 1)]);
2046 elmex 1.1 }
2047    
2048     /* new function to make monster searching more efficient, and effective!
2049     * This basically returns a randomized array (in the passed pointer) of
2050     * the spaces to find monsters. In this way, it won't always look for
2051     * monsters to the north first. However, the size of the array passed
2052     * covers all the spaces, so within that size, all the spaces within
2053     * the 3x3 area will be searched, just not in a predictable order.
2054     */
2055 root 1.24 void
2056     get_search_arr (int *search_arr)
2057 elmex 1.1 {
2058 root 1.82 int i;
2059 elmex 1.1
2060 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2061 root 1.82 search_arr[i] = i;
2062 elmex 1.1
2063 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2064     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2065     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2066 elmex 1.1 }
2067    
2068     /*
2069     * find_dir(map, x, y, exclude) will search some close squares in the
2070     * given map at the given coordinates for live objects.
2071     * It will not considered the object given as exclude among possible
2072     * live objects.
2073     * It returns the direction toward the first/closest live object if finds
2074     * any, otherwise 0.
2075     * Perhaps incorrectly, but I'm making the assumption that exclude
2076     * is actually want is going to try and move there. We need this info
2077     * because we have to know what movement the thing looking to move
2078     * there is capable of.
2079     */
2080 root 1.24 int
2081 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2082 root 1.24 {
2083 root 1.82 int i, max = SIZEOFFREE, mflags;
2084 root 1.29
2085     sint16 nx, ny;
2086 root 1.82 object *tmp;
2087     maptile *mp;
2088 root 1.29
2089     MoveType blocked, move_type;
2090 root 1.24
2091     if (exclude && exclude->head)
2092     {
2093     exclude = exclude->head;
2094     move_type = exclude->move_type;
2095     }
2096     else
2097     {
2098     /* If we don't have anything, presume it can use all movement types. */
2099     move_type = MOVE_ALL;
2100     }
2101    
2102     for (i = 1; i < max; i++)
2103     {
2104     mp = m;
2105     nx = x + freearr_x[i];
2106     ny = y + freearr_y[i];
2107    
2108     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109 root 1.75
2110 root 1.24 if (mflags & P_OUT_OF_MAP)
2111 root 1.75 max = maxfree[i];
2112 root 1.24 else
2113     {
2114 root 1.82 mapspace &ms = mp->at (nx, ny);
2115    
2116     blocked = ms.move_block;
2117 root 1.24
2118     if ((move_type & blocked) == move_type)
2119 root 1.75 max = maxfree[i];
2120 root 1.24 else if (mflags & P_IS_ALIVE)
2121     {
2122 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2123 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2124     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2125 root 1.75 break;
2126    
2127 root 1.24 if (tmp)
2128 root 1.75 return freedir[i];
2129 root 1.8 }
2130     }
2131 elmex 1.1 }
2132 root 1.75
2133 root 1.24 return 0;
2134 elmex 1.1 }
2135    
2136     /*
2137     * distance(object 1, object 2) will return the square of the
2138     * distance between the two given objects.
2139     */
2140 root 1.24 int
2141     distance (const object *ob1, const object *ob2)
2142     {
2143 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 elmex 1.1 }
2145    
2146     /*
2147     * find_dir_2(delta-x,delta-y) will return a direction in which
2148     * an object which has subtracted the x and y coordinates of another
2149     * object, needs to travel toward it.
2150     */
2151 root 1.24 int
2152     find_dir_2 (int x, int y)
2153     {
2154 root 1.75 int q;
2155 elmex 1.1
2156 root 1.24 if (y)
2157     q = x * 100 / y;
2158 elmex 1.1 else if (x)
2159 root 1.24 q = -300 * x;
2160 elmex 1.1 else
2161     return 0;
2162    
2163 root 1.24 if (y > 0)
2164     {
2165     if (q < -242)
2166     return 3;
2167     if (q < -41)
2168     return 2;
2169     if (q < 41)
2170     return 1;
2171     if (q < 242)
2172     return 8;
2173     return 7;
2174     }
2175 elmex 1.1
2176     if (q < -242)
2177 root 1.24 return 7;
2178 elmex 1.1 if (q < -41)
2179 root 1.24 return 6;
2180 elmex 1.1 if (q < 41)
2181 root 1.24 return 5;
2182 elmex 1.1 if (q < 242)
2183 root 1.24 return 4;
2184 elmex 1.1
2185 root 1.24 return 3;
2186 elmex 1.1 }
2187    
2188     /*
2189     * absdir(int): Returns a number between 1 and 8, which represent
2190     * the "absolute" direction of a number (it actually takes care of
2191     * "overflow" in previous calculations of a direction).
2192     */
2193    
2194 root 1.24 int
2195     absdir (int d)
2196     {
2197     while (d < 1)
2198     d += 8;
2199 root 1.82
2200 root 1.24 while (d > 8)
2201     d -= 8;
2202 root 1.82
2203 elmex 1.1 return d;
2204     }
2205    
2206     /*
2207     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2208     * between two directions (which are expected to be absolute (see absdir())
2209     */
2210    
2211 root 1.24 int
2212     dirdiff (int dir1, int dir2)
2213     {
2214 root 1.82 int d;
2215 root 1.24
2216     d = abs (dir1 - dir2);
2217     if (d > 4)
2218 elmex 1.1 d = 8 - d;
2219 root 1.82
2220 elmex 1.1 return d;
2221     }
2222    
2223     /* peterm:
2224     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2225     * Basically, this is a table of directions, and what directions
2226     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2227     * This basically means that if direction is 15, then it could either go
2228     * direction 4, 14, or 16 to get back to where we are.
2229     * Moved from spell_util.c to object.c with the other related direction
2230     * functions.
2231     */
2232 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2233 root 1.24 {0, 0, 0}, /* 0 */
2234     {0, 0, 0}, /* 1 */
2235     {0, 0, 0}, /* 2 */
2236     {0, 0, 0}, /* 3 */
2237     {0, 0, 0}, /* 4 */
2238     {0, 0, 0}, /* 5 */
2239     {0, 0, 0}, /* 6 */
2240     {0, 0, 0}, /* 7 */
2241     {0, 0, 0}, /* 8 */
2242     {8, 1, 2}, /* 9 */
2243     {1, 2, -1}, /* 10 */
2244     {2, 10, 12}, /* 11 */
2245     {2, 3, -1}, /* 12 */
2246     {2, 3, 4}, /* 13 */
2247     {3, 4, -1}, /* 14 */
2248     {4, 14, 16}, /* 15 */
2249     {5, 4, -1}, /* 16 */
2250     {4, 5, 6}, /* 17 */
2251     {6, 5, -1}, /* 18 */
2252     {6, 20, 18}, /* 19 */
2253     {7, 6, -1}, /* 20 */
2254     {6, 7, 8}, /* 21 */
2255     {7, 8, -1}, /* 22 */
2256     {8, 22, 24}, /* 23 */
2257     {8, 1, -1}, /* 24 */
2258     {24, 9, 10}, /* 25 */
2259     {9, 10, -1}, /* 26 */
2260     {10, 11, -1}, /* 27 */
2261     {27, 11, 29}, /* 28 */
2262     {11, 12, -1}, /* 29 */
2263     {12, 13, -1}, /* 30 */
2264     {12, 13, 14}, /* 31 */
2265     {13, 14, -1}, /* 32 */
2266     {14, 15, -1}, /* 33 */
2267     {33, 15, 35}, /* 34 */
2268     {16, 15, -1}, /* 35 */
2269     {17, 16, -1}, /* 36 */
2270     {18, 17, 16}, /* 37 */
2271     {18, 17, -1}, /* 38 */
2272     {18, 19, -1}, /* 39 */
2273     {41, 19, 39}, /* 40 */
2274     {19, 20, -1}, /* 41 */
2275     {20, 21, -1}, /* 42 */
2276     {20, 21, 22}, /* 43 */
2277     {21, 22, -1}, /* 44 */
2278     {23, 22, -1}, /* 45 */
2279     {45, 47, 23}, /* 46 */
2280     {23, 24, -1}, /* 47 */
2281     {24, 9, -1}
2282     }; /* 48 */
2283 elmex 1.1
2284     /* Recursive routine to step back and see if we can
2285     * find a path to that monster that we found. If not,
2286     * we don't bother going toward it. Returns 1 if we
2287     * can see a direct way to get it
2288     * Modified to be map tile aware -.MSW
2289     */
2290 root 1.24 int
2291 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2292 root 1.24 {
2293 root 1.29 sint16 dx, dy;
2294 root 1.75 int mflags;
2295 root 1.24
2296     if (dir < 0)
2297     return 0; /* exit condition: invalid direction */
2298    
2299     dx = x + freearr_x[dir];
2300     dy = y + freearr_y[dir];
2301    
2302     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2303    
2304     /* This functional arguably was incorrect before - it was
2305     * checking for P_WALL - that was basically seeing if
2306     * we could move to the monster - this is being more
2307     * literal on if we can see it. To know if we can actually
2308     * move to the monster, we'd need the monster passed in or
2309     * at least its move type.
2310     */
2311     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2312     return 0;
2313    
2314     /* yes, can see. */
2315     if (dir < 9)
2316     return 1;
2317 root 1.75
2318     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2319     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2320     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2321 root 1.24 }
2322    
2323 elmex 1.1 /*
2324     * can_pick(picker, item): finds out if an object is possible to be
2325     * picked up by the picker. Returnes 1 if it can be
2326     * picked up, otherwise 0.
2327     *
2328     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2329     * core dumps if they do.
2330     *
2331     * Add a check so we can't pick up invisible objects (0.93.8)
2332     */
2333    
2334 root 1.24 int
2335     can_pick (const object *who, const object *item)
2336     {
2337     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2338     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2339     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2340 elmex 1.1 }
2341    
2342     /*
2343     * create clone from object to another
2344     */
2345 root 1.24 object *
2346     object_create_clone (object *asrc)
2347     {
2348 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2349 elmex 1.1
2350 root 1.24 if (!asrc)
2351 root 1.62 return 0;
2352    
2353 root 1.24 src = asrc;
2354     if (src->head)
2355     src = src->head;
2356    
2357 root 1.62 prev = 0;
2358 root 1.24 for (part = src; part; part = part->more)
2359     {
2360 root 1.65 tmp = part->clone ();
2361 root 1.24 tmp->x -= src->x;
2362     tmp->y -= src->y;
2363 root 1.62
2364 root 1.24 if (!part->head)
2365     {
2366     dst = tmp;
2367 root 1.62 tmp->head = 0;
2368 root 1.24 }
2369     else
2370 root 1.75 tmp->head = dst;
2371 root 1.62
2372     tmp->more = 0;
2373    
2374 root 1.24 if (prev)
2375     prev->more = tmp;
2376 root 1.62
2377 root 1.24 prev = tmp;
2378 elmex 1.1 }
2379 root 1.24
2380     for (item = src->inv; item; item = item->below)
2381 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2382 elmex 1.1
2383 root 1.24 return dst;
2384 elmex 1.1 }
2385    
2386     /* GROS - Creates an object using a string representing its content. */
2387     /* Basically, we save the content of the string to a temp file, then call */
2388     /* load_object on it. I admit it is a highly inefficient way to make things, */
2389     /* but it was simple to make and allows reusing the load_object function. */
2390     /* Remember not to use load_object_str in a time-critical situation. */
2391     /* Also remember that multiparts objects are not supported for now. */
2392 root 1.24 object *
2393     load_object_str (const char *obstr)
2394 elmex 1.1 {
2395 root 1.48 object *op;
2396     char filename[MAX_BUF];
2397 root 1.9
2398 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2399    
2400 root 1.48 FILE *tempfile = fopen (filename, "w");
2401 root 1.24
2402     if (tempfile == NULL)
2403 elmex 1.1 {
2404 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2405     return NULL;
2406 root 1.41 }
2407    
2408 root 1.24 fprintf (tempfile, obstr);
2409     fclose (tempfile);
2410 elmex 1.1
2411 root 1.64 op = object::create ();
2412 elmex 1.1
2413 root 1.29 object_thawer thawer (filename);
2414 root 1.13
2415 root 1.24 if (thawer)
2416     load_object (thawer, op, 0);
2417 root 1.13
2418 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2419     CLEAR_FLAG (op, FLAG_REMOVED);
2420 root 1.9
2421 root 1.24 return op;
2422 elmex 1.1 }
2423    
2424     /* This returns the first object in who's inventory that
2425     * has the same type and subtype match.
2426     * returns NULL if no match.
2427     */
2428 root 1.24 object *
2429     find_obj_by_type_subtype (const object *who, int type, int subtype)
2430 elmex 1.1 {
2431 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2432 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2433     return tmp;
2434 elmex 1.1
2435 root 1.82 return 0;
2436 elmex 1.1 }
2437    
2438     /* If ob has a field named key, return the link from the list,
2439     * otherwise return NULL.
2440     *
2441     * key must be a passed in shared string - otherwise, this won't
2442     * do the desired thing.
2443     */
2444 root 1.24 key_value *
2445     get_ob_key_link (const object *ob, const char *key)
2446     {
2447 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2448 root 1.48 if (link->key == key)
2449     return link;
2450 root 1.24
2451 root 1.82 return 0;
2452 root 1.24 }
2453 elmex 1.1
2454     /*
2455     * Returns the value of op has an extra_field for key, or NULL.
2456     *
2457     * The argument doesn't need to be a shared string.
2458     *
2459     * The returned string is shared.
2460     */
2461 root 1.24 const char *
2462     get_ob_key_value (const object *op, const char *const key)
2463     {
2464 root 1.35 key_value *link;
2465     shstr_cmp canonical_key (key);
2466 root 1.24
2467 root 1.35 if (!canonical_key)
2468 root 1.24 {
2469     /* 1. There being a field named key on any object
2470     * implies there'd be a shared string to find.
2471     * 2. Since there isn't, no object has this field.
2472     * 3. Therefore, *this* object doesn't have this field.
2473     */
2474 root 1.35 return 0;
2475 elmex 1.1 }
2476    
2477 root 1.24 /* This is copied from get_ob_key_link() above -
2478     * only 4 lines, and saves the function call overhead.
2479     */
2480 root 1.35 for (link = op->key_values; link; link = link->next)
2481     if (link->key == canonical_key)
2482     return link->value;
2483    
2484     return 0;
2485 elmex 1.1 }
2486    
2487    
2488     /*
2489     * Updates the canonical_key in op to value.
2490     *
2491     * canonical_key is a shared string (value doesn't have to be).
2492     *
2493     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2494     * keys.
2495     *
2496     * Returns TRUE on success.
2497     */
2498 root 1.24 int
2499     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2500     {
2501 root 1.82 key_value *field = NULL, *last = NULL;
2502 root 1.24
2503     for (field = op->key_values; field != NULL; field = field->next)
2504     {
2505     if (field->key != canonical_key)
2506     {
2507     last = field;
2508     continue;
2509     }
2510    
2511     if (value)
2512     field->value = value;
2513     else
2514     {
2515     /* Basically, if the archetype has this key set,
2516     * we need to store the null value so when we save
2517     * it, we save the empty value so that when we load,
2518     * we get this value back again.
2519     */
2520     if (get_ob_key_link (&op->arch->clone, canonical_key))
2521     field->value = 0;
2522     else
2523     {
2524     if (last)
2525     last->next = field->next;
2526     else
2527     op->key_values = field->next;
2528    
2529 root 1.29 delete field;
2530 root 1.24 }
2531     }
2532     return TRUE;
2533     }
2534     /* IF we get here, key doesn't exist */
2535    
2536     /* No field, we'll have to add it. */
2537    
2538     if (!add_key)
2539 root 1.82 return FALSE;
2540    
2541 root 1.24 /* There isn't any good reason to store a null
2542     * value in the key/value list. If the archetype has
2543     * this key, then we should also have it, so shouldn't
2544     * be here. If user wants to store empty strings,
2545     * should pass in ""
2546     */
2547     if (value == NULL)
2548 elmex 1.1 return TRUE;
2549 root 1.24
2550     field = new key_value;
2551    
2552     field->key = canonical_key;
2553     field->value = value;
2554     /* Usual prepend-addition. */
2555     field->next = op->key_values;
2556     op->key_values = field;
2557    
2558     return TRUE;
2559 elmex 1.1 }
2560    
2561     /*
2562     * Updates the key in op to value.
2563     *
2564     * If add_key is FALSE, this will only update existing keys,
2565     * and not add new ones.
2566     * In general, should be little reason FALSE is ever passed in for add_key
2567     *
2568     * Returns TRUE on success.
2569     */
2570 root 1.24 int
2571     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2572 root 1.11 {
2573 root 1.29 shstr key_ (key);
2574 root 1.24
2575 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2576 elmex 1.1 }
2577 root 1.31
2578 root 1.34 object::depth_iterator::depth_iterator (object *container)
2579     : iterator_base (container)
2580     {
2581     while (item->inv)
2582     item = item->inv;
2583     }
2584    
2585 root 1.31 void
2586 root 1.34 object::depth_iterator::next ()
2587 root 1.31 {
2588 root 1.34 if (item->below)
2589     {
2590     item = item->below;
2591    
2592     while (item->inv)
2593     item = item->inv;
2594     }
2595 root 1.31 else
2596 root 1.34 item = item->env;
2597 root 1.31 }
2598 root 1.34
2599 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2600     const char *
2601     object::debug_desc (char *info) const
2602     {
2603     char info2[256 * 3];
2604     char *p = info;
2605    
2606     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2607     count,
2608     &name,
2609     title ? " " : "",
2610     title ? (const char *)title : "");
2611    
2612     if (env)
2613     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614    
2615     if (map)
2616     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2617    
2618     return info;
2619     }
2620    
2621     const char *
2622     object::debug_desc () const
2623     {
2624     static char info[256 * 3];
2625     return debug_desc (info);
2626     }
2627