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Revision: 1.96
Committed: Sat Dec 30 10:16:10 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +74 -60 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
196 root 1.16 {
197     /* A couple quicksanity checks */
198 root 1.66 if (ob1 == ob2
199     || ob1->type != ob2->type
200     || ob1->speed != ob2->speed
201     || ob1->value != ob2->value
202     || ob1->name != ob2->name)
203 root 1.16 return 0;
204    
205 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
206 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
207     * value could not be stored in a sint32 (which unfortunately sometimes is
208     * used to store nrof).
209     */
210     if (ob1->nrof + ob2->nrof >= 1UL << 31)
211     return 0;
212    
213     /* If the objects have been identified, set the BEEN_APPLIED flag.
214     * This is to the comparison of the flags below will be OK. We
215     * just can't ignore the been applied or identified flags, as they
216     * are not equal - just if it has been identified, the been_applied
217     * flags lose any meaning.
218     */
219     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221    
222     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 elmex 1.1
225 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 root 1.68 || ob1->arch != ob2->arch
227     || ob1->name != ob2->name
228     || ob1->title != ob2->title
229     || ob1->msg != ob2->msg
230     || ob1->weight != ob2->weight
231     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233     || ob1->attacktype != ob2->attacktype
234     || ob1->magic != ob2->magic
235     || ob1->slaying != ob2->slaying
236     || ob1->skill != ob2->skill
237     || ob1->value != ob2->value
238     || ob1->animation_id != ob2->animation_id
239     || ob1->client_type != ob2->client_type
240     || ob1->materialname != ob2->materialname
241     || ob1->lore != ob2->lore
242     || ob1->subtype != ob2->subtype
243     || ob1->move_type != ob2->move_type
244     || ob1->move_block != ob2->move_block
245     || ob1->move_allow != ob2->move_allow
246     || ob1->move_on != ob2->move_on
247     || ob1->move_off != ob2->move_off
248     || ob1->move_slow != ob2->move_slow
249     || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 root 1.16 return 0;
251    
252     /* This is really a spellbook check - really, we should
253     * check all objects in the inventory.
254     */
255     if (ob1->inv || ob2->inv)
256     {
257     /* if one object has inventory but the other doesn't, not equiv */
258     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 root 1.24 return 0;
260 root 1.16
261     /* Now check to see if the two inventory objects could merge */
262 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
263 root 1.24 return 0;
264 root 1.16
265     /* inventory ok - still need to check rest of this object to see
266     * if it is valid.
267     */
268     }
269 elmex 1.1
270 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
271     * it is possible for most any character to have more than one of
272     * some items equipped, and we don't want those to merge.
273     */
274     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275     return 0;
276 elmex 1.1
277 root 1.16 /* Note sure why the following is the case - either the object has to
278     * be animated or have a very low speed. Is this an attempted monster
279     * check?
280     */
281 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
282 root 1.16 return 0;
283 elmex 1.1
284 root 1.16 switch (ob1->type)
285     {
286 root 1.29 case SCROLL:
287     if (ob1->level != ob2->level)
288     return 0;
289     break;
290 root 1.16 }
291 elmex 1.1
292 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
293     {
294     /* At least one of these has key_values. */
295     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 root 1.24 /* One has fields, but the other one doesn't. */
297     return 0;
298 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
299 root 1.24 return 0;
300 elmex 1.1 }
301 root 1.16
302     //TODO: generate an event or call into perl for additional checks
303     if (ob1->self || ob2->self)
304     {
305     ob1->optimise ();
306     ob2->optimise ();
307    
308     if (ob1->self || ob2->self)
309 root 1.24 return 0;
310 elmex 1.1 }
311    
312 root 1.16 /* Everything passes, must be OK. */
313     return 1;
314 elmex 1.1 }
315 root 1.24
316 elmex 1.1 /*
317     * sum_weight() is a recursive function which calculates the weight
318     * an object is carrying. It goes through in figures out how much
319     * containers are carrying, and sums it up.
320     */
321 root 1.28 long
322 root 1.24 sum_weight (object *op)
323     {
324 root 1.28 long sum;
325 elmex 1.1 object *inv;
326 root 1.24
327     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328     {
329     if (inv->inv)
330     sum_weight (inv);
331     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332     }
333 root 1.37
334 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
335 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
336 root 1.37
337 root 1.24 if (op->carrying != sum)
338 elmex 1.1 op->carrying = sum;
339 root 1.37
340 elmex 1.1 return sum;
341     }
342    
343     /**
344     * Return the outermost environment object for a given object.
345     */
346    
347 root 1.24 object *
348     object_get_env_recursive (object *op)
349     {
350     while (op->env != NULL)
351     op = op->env;
352     return op;
353 elmex 1.1 }
354    
355     /*
356     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 root 1.11 * Some error messages.
358 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
359     */
360    
361 root 1.53 char *
362 root 1.24 dump_object (object *op)
363     {
364 root 1.53 if (!op)
365     return strdup ("[NULLOBJ]");
366 elmex 1.1
367 root 1.53 object_freezer freezer;
368 root 1.85 save_object (freezer, op, 1);
369 root 1.53 return freezer.as_string ();
370 elmex 1.1 }
371    
372     /*
373     * get_nearest_part(multi-object, object 2) returns the part of the
374     * multi-object 1 which is closest to the second object.
375     * If it's not a multi-object, it is returned.
376     */
377    
378 root 1.24 object *
379     get_nearest_part (object *op, const object *pl)
380     {
381     object *tmp, *closest;
382     int last_dist, i;
383    
384     if (op->more == NULL)
385 elmex 1.1 return op;
386 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387     if ((i = distance (tmp, pl)) < last_dist)
388     closest = tmp, last_dist = i;
389 elmex 1.1 return closest;
390     }
391    
392     /*
393     * Returns the object which has the count-variable equal to the argument.
394     */
395    
396 root 1.24 object *
397     find_object (tag_t i)
398     {
399 root 1.54 for (object *op = object::first; op; op = op->next)
400 root 1.24 if (op->count == i)
401 root 1.54 return op;
402 root 1.48
403 root 1.54 return 0;
404 elmex 1.1 }
405    
406     /*
407     * Returns the first object which has a name equal to the argument.
408     * Used only by the patch command, but not all that useful.
409     * Enables features like "patch <name-of-other-player> food 999"
410     */
411    
412 root 1.24 object *
413     find_object_name (const char *str)
414     {
415 root 1.35 shstr_cmp str_ (str);
416 elmex 1.1 object *op;
417 root 1.24
418 root 1.45 for (op = object::first; op != NULL; op = op->next)
419 root 1.35 if (op->name == str_)
420 elmex 1.1 break;
421 root 1.11
422 elmex 1.1 return op;
423     }
424    
425 root 1.24 void
426     free_all_object_data ()
427 root 1.14 {
428     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 elmex 1.1 }
430    
431     /*
432     * Sets the owner and sets the skill and exp pointers to owner's current
433     * skill and experience objects.
434     */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.30 if (!owner)
439 root 1.24 return;
440    
441     /* next line added to allow objects which own objects */
442     /* Add a check for ownercounts in here, as I got into an endless loop
443     * with the fireball owning a poison cloud which then owned the
444     * fireball. I believe that was caused by one of the objects getting
445     * freed and then another object replacing it. Since the ownercounts
446     * didn't match, this check is valid and I believe that cause is valid.
447     */
448 root 1.30 while (owner->owner)
449 root 1.24 owner = owner->owner;
450 elmex 1.1
451 root 1.30 this->owner = owner;
452 elmex 1.1 }
453    
454     /* Zero the key_values on op, decrementing the shared-string
455     * refcounts and freeing the links.
456     */
457 root 1.24 static void
458     free_key_values (object *op)
459 root 1.11 {
460 root 1.24 for (key_value *i = op->key_values; i != 0;)
461 root 1.11 {
462     key_value *next = i->next;
463     delete i;
464 root 1.24
465 root 1.11 i = next;
466 elmex 1.1 }
467 root 1.24
468 root 1.11 op->key_values = 0;
469 elmex 1.1 }
470    
471     /*
472 root 1.64 * copy_to first frees everything allocated by the dst object,
473     * and then copies the contents of itself into the second
474 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
475     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476     * if the first object is freed, the pointers in the new object
477     * will point at garbage.
478     */
479 root 1.24 void
480 root 1.64 object::copy_to (object *dst)
481 root 1.11 {
482 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484    
485     *(object_copy *)dst = *this;
486 root 1.11
487 root 1.24 if (is_freed)
488 root 1.64 SET_FLAG (dst, FLAG_FREED);
489 root 1.59
490 root 1.24 if (is_removed)
491 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
492 elmex 1.1
493 root 1.64 if (speed < 0)
494     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 elmex 1.1
496 root 1.11 /* Copy over key_values, if any. */
497 root 1.64 if (key_values)
498 root 1.14 {
499 root 1.23 key_value *tail = 0;
500 root 1.11 key_value *i;
501 elmex 1.1
502 root 1.64 dst->key_values = 0;
503 elmex 1.1
504 root 1.64 for (i = key_values; i; i = i->next)
505 root 1.11 {
506     key_value *new_link = new key_value;
507 root 1.8
508 root 1.24 new_link->next = 0;
509     new_link->key = i->key;
510 root 1.11 new_link->value = i->value;
511    
512     /* Try and be clever here, too. */
513 root 1.64 if (!dst->key_values)
514 root 1.11 {
515 root 1.64 dst->key_values = new_link;
516 root 1.11 tail = new_link;
517 root 1.8 }
518 root 1.11 else
519     {
520     tail->next = new_link;
521     tail = new_link;
522     }
523 root 1.14 }
524     }
525 root 1.2
526 root 1.87 dst->set_speed (dst->speed);
527 elmex 1.1 }
528    
529 root 1.65 object *
530     object::clone ()
531     {
532     object *neu = create ();
533     copy_to (neu);
534     return neu;
535     }
536    
537 elmex 1.1 /*
538     * If an object with the IS_TURNABLE() flag needs to be turned due
539     * to the closest player being on the other side, this function can
540     * be called to update the face variable, _and_ how it looks on the map.
541     */
542 root 1.24 void
543     update_turn_face (object *op)
544     {
545 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 root 1.24 return;
547 root 1.96
548 root 1.24 SET_ANIMATION (op, op->direction);
549     update_object (op, UP_OBJ_FACE);
550 elmex 1.1 }
551    
552     /*
553     * Updates the speed of an object. If the speed changes from 0 to another
554     * value, or vice versa, then add/remove the object from the active list.
555     * This function needs to be called whenever the speed of an object changes.
556     */
557 root 1.24 void
558 root 1.87 object::set_speed (float speed)
559 root 1.24 {
560 root 1.87 if (flag [FLAG_FREED] && speed)
561 root 1.24 {
562 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563     speed = 0;
564 elmex 1.1 }
565 root 1.31
566 root 1.87 this->speed = speed;
567    
568     if (FABS (speed) > MIN_ACTIVE_SPEED)
569 root 1.24 {
570     /* If already on active list, don't do anything */
571 root 1.87 if (active_next || active_prev || this == active_objects)
572 root 1.8 return;
573 root 1.24
574     /* process_events() expects us to insert the object at the beginning
575     * of the list. */
576 root 1.87 active_next = active_objects;
577 root 1.31
578 root 1.87 if (active_next)
579     active_next->active_prev = this;
580 root 1.31
581 root 1.87 active_objects = this;
582 elmex 1.1 }
583 root 1.24 else
584     {
585     /* If not on the active list, nothing needs to be done */
586 root 1.87 if (!active_next && !active_prev && this != active_objects)
587 root 1.24 return;
588    
589 root 1.87 if (!active_prev)
590 root 1.24 {
591 root 1.87 active_objects = active_next;
592 root 1.31
593 root 1.87 if (active_next)
594     active_next->active_prev = 0;
595 root 1.8 }
596 root 1.24 else
597     {
598 root 1.87 active_prev->active_next = active_next;
599 root 1.31
600 root 1.87 if (active_next)
601     active_next->active_prev = active_prev;
602 root 1.24 }
603 root 1.31
604 root 1.87 active_next = 0;
605     active_prev = 0;
606 elmex 1.1 }
607     }
608    
609     /*
610 root 1.75 * update_object() updates the the map.
611 elmex 1.1 * It takes into account invisible objects (and represent squares covered
612     * by invisible objects by whatever is below them (unless it's another
613     * invisible object, etc...)
614     * If the object being updated is beneath a player, the look-window
615     * of that player is updated (this might be a suboptimal way of
616     * updating that window, though, since update_object() is called _often_)
617     *
618     * action is a hint of what the caller believes need to be done.
619     * current action are:
620     * UP_OBJ_INSERT: op was inserted
621     * UP_OBJ_REMOVE: op was removed
622     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
623     * as that is easier than trying to look at what may have changed.
624     * UP_OBJ_FACE: only the objects face has changed.
625     */
626 root 1.24 void
627     update_object (object *op, int action)
628     {
629     MoveType move_on, move_off, move_block, move_slow;
630    
631     if (op == NULL)
632     {
633     /* this should never happen */
634     LOG (llevDebug, "update_object() called for NULL object.\n");
635     return;
636 elmex 1.1 }
637 root 1.24
638 root 1.75 if (op->env)
639 root 1.24 {
640     /* Animation is currently handled by client, so nothing
641     * to do in this case.
642     */
643     return;
644 elmex 1.1 }
645    
646 root 1.24 /* If the map is saving, don't do anything as everything is
647     * going to get freed anyways.
648     */
649     if (!op->map || op->map->in_memory == MAP_SAVING)
650     return;
651    
652     /* make sure the object is within map boundaries */
653 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 root 1.24 {
655     LOG (llevError, "update_object() called for object out of map!\n");
656 elmex 1.1 #ifdef MANY_CORES
657 root 1.24 abort ();
658 elmex 1.1 #endif
659 root 1.24 return;
660 elmex 1.1 }
661    
662 root 1.76 mapspace &m = op->ms ();
663 elmex 1.1
664 root 1.75 if (m.flags_ & P_NEED_UPDATE)
665     /* nop */;
666     else if (action == UP_OBJ_INSERT)
667     {
668     // this is likely overkill, TODO: revisit (schmorp)
669     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
672     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675     || (m.move_on | op->move_on ) != m.move_on
676     || (m.move_off | op->move_off ) != m.move_off
677     || (m.move_slow | op->move_slow) != m.move_slow
678     /* This isn't perfect, but I don't expect a lot of objects to
679     * to have move_allow right now.
680     */
681     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683     m.flags_ = P_NEED_UPDATE;
684     }
685     /* if the object is being removed, we can't make intelligent
686     * decisions, because remove_ob can't really pass the object
687     * that is being removed.
688     */
689 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 root 1.75 m.flags_ = P_NEED_UPDATE;
691 root 1.24 else if (action == UP_OBJ_FACE)
692 root 1.29 /* Nothing to do for that case */ ;
693 root 1.24 else
694 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 elmex 1.1
696 root 1.75 if (op->more)
697 root 1.24 update_object (op->more, action);
698 elmex 1.1 }
699    
700 root 1.45 object::vector object::objects; // not yet used
701     object *object::first;
702 root 1.21
703     object::object ()
704     {
705 root 1.22 SET_FLAG (this, FLAG_REMOVED);
706    
707     expmul = 1.0;
708     face = blank_face;
709     }
710    
711     object::~object ()
712     {
713     free_key_values (this);
714     }
715    
716 root 1.24 void object::link ()
717 root 1.22 {
718 root 1.21 count = ++ob_count;
719 root 1.41 uuid = gen_uuid ();
720 root 1.21
721     prev = 0;
722 root 1.45 next = object::first;
723 root 1.21
724 root 1.45 if (object::first)
725     object::first->prev = this;
726 root 1.21
727 root 1.45 object::first = this;
728 root 1.21 }
729    
730 root 1.24 void object::unlink ()
731 root 1.21 {
732 root 1.45 if (this == object::first)
733     object::first = next;
734 root 1.38
735 root 1.22 /* Remove this object from the list of used objects */
736 root 1.41 if (prev) prev->next = next;
737     if (next) next->prev = prev;
738 root 1.25
739 root 1.41 prev = 0;
740     next = 0;
741 root 1.24 }
742 root 1.21
743 root 1.96 void
744     object::activate (bool recursive)
745     {
746     // uh, hack
747     set_speed (speed);
748    
749     if (recursive)
750     for (object *op = inv; op; op = op->above)
751     op->activate (1);
752     }
753    
754     /* This function removes object 'op' from the list of active
755     * objects.
756     * This should only be used for style maps or other such
757     * reference maps where you don't want an object that isn't
758     * in play chewing up cpu time getting processed.
759     * The reverse of this is to call update_ob_speed, which
760     * will do the right thing based on the speed of the object.
761     */
762     void
763     object::deactivate (bool recursive)
764     {
765     /* If not on the active list, nothing needs to be done */
766     if (!active_next && !active_prev && this != active_objects)
767     return;
768    
769     if (active_prev == 0)
770     {
771     active_objects = active_next;
772     if (active_next)
773     active_next->active_prev = 0;
774     }
775     else
776     {
777     active_prev->active_next = active_next;
778     if (active_next)
779     active_next->active_prev = active_prev;
780     }
781    
782     active_next = 0;
783     active_prev = 0;
784    
785     if (recursive)
786     for (object *op = inv; op; op = op->above)
787     op->deactivate (1);
788     }
789    
790 root 1.89 /*
791     * Remove and free all objects in the inventory of the given object.
792     * object.c ?
793     */
794     void
795     object::destroy_inv (bool drop_to_ground)
796     {
797 root 1.94 // need to check first, because the checks below might segfault
798     // as we might be on an invalid mapspace and crossfire code
799     // is too buggy to ensure that the inventory is empty.
800     // corollary: if you create arrows etc. with stuff in tis inventory,
801     // cf will crash below with off-map x and y
802     if (!inv)
803     return;
804    
805 root 1.89 /* Only if the space blocks everything do we not process -
806     * if some form of movement is allowed, let objects
807     * drop on that space.
808     */
809 root 1.92 if (!drop_to_ground
810     || !map
811     || map->in_memory != MAP_IN_MEMORY
812 root 1.95 || ms ().move_block == MOVE_ALL)
813 root 1.89 {
814     while (inv)
815 root 1.92 {
816     inv->destroy_inv (drop_to_ground);
817     inv->destroy ();
818     }
819 root 1.89 }
820     else
821     { /* Put objects in inventory onto this space */
822     while (inv)
823     {
824     object *op = inv;
825    
826     if (op->flag [FLAG_STARTEQUIP]
827     || op->flag [FLAG_NO_DROP]
828     || op->type == RUNE
829     || op->type == TRAP
830     || op->flag [FLAG_IS_A_TEMPLATE])
831     op->destroy ();
832     else
833 root 1.93 map->insert (op, x, y);
834 root 1.89 }
835     }
836     }
837    
838 root 1.21 object *object::create ()
839     {
840 root 1.42 object *op = new object;
841 root 1.22 op->link ();
842     return op;
843 root 1.21 }
844 elmex 1.1
845 root 1.82 void
846     object::do_destroy ()
847 root 1.14 {
848 root 1.82 if (flag [FLAG_IS_LINKED])
849     remove_button_link (this);
850 root 1.29
851 root 1.82 if (flag [FLAG_FRIENDLY])
852 root 1.32 remove_friendly_object (this);
853    
854 root 1.82 if (!flag [FLAG_REMOVED])
855 root 1.63 remove ();
856 root 1.14
857 root 1.82 if (flag [FLAG_FREED])
858     return;
859 root 1.14
860 root 1.92 set_speed (0);
861    
862 root 1.82 flag [FLAG_FREED] = 1;
863 root 1.14
864 root 1.90 attachable::do_destroy ();
865    
866 root 1.89 destroy_inv (true);
867 root 1.88 unlink ();
868    
869 root 1.57 // hack to ensure that freed objects still have a valid map
870     {
871     static maptile *freed_map; // freed objects are moved here to avoid crashes
872    
873     if (!freed_map)
874     {
875     freed_map = new maptile;
876    
877     freed_map->name = "/internal/freed_objects_map";
878     freed_map->width = 3;
879     freed_map->height = 3;
880    
881 root 1.96 freed_map->alloc ();
882 root 1.57 }
883    
884     map = freed_map;
885     x = 1;
886     y = 1;
887     }
888    
889 root 1.82 head = 0;
890 root 1.88
891     if (more)
892     {
893     more->destroy ();
894     more = 0;
895     }
896 root 1.82
897 root 1.44 // clear those pointers that likely might have circular references to us
898     owner = 0;
899     enemy = 0;
900     attacked_by = 0;
901 root 1.25
902 root 1.52 // only relevant for players(?), but make sure of it anyways
903     contr = 0;
904 root 1.82 }
905    
906     void
907     object::destroy (bool destroy_inventory)
908     {
909     if (destroyed ())
910     return;
911    
912     if (destroy_inventory)
913 root 1.89 destroy_inv (false);
914 root 1.22
915 root 1.82 attachable::destroy ();
916 elmex 1.1 }
917    
918     /*
919     * sub_weight() recursively (outwards) subtracts a number from the
920     * weight of an object (and what is carried by it's environment(s)).
921     */
922 root 1.24 void
923     sub_weight (object *op, signed long weight)
924     {
925     while (op != NULL)
926     {
927     if (op->type == CONTAINER)
928 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929    
930 root 1.24 op->carrying -= weight;
931     op = op->env;
932 elmex 1.1 }
933     }
934    
935 root 1.63 /* op->remove ():
936 elmex 1.1 * This function removes the object op from the linked list of objects
937     * which it is currently tied to. When this function is done, the
938     * object will have no environment. If the object previously had an
939     * environment, the x and y coordinates will be updated to
940     * the previous environment.
941     * Beware: This function is called from the editor as well!
942     */
943 root 1.24 void
944 root 1.59 object::remove ()
945 root 1.24 {
946 root 1.45 object *tmp, *last = 0;
947     object *otmp;
948 root 1.26
949 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
950 root 1.29 return;
951 root 1.24
952 root 1.59 SET_FLAG (this, FLAG_REMOVED);
953 root 1.82 INVOKE_OBJECT (REMOVE, this);
954 root 1.26
955 root 1.59 if (more)
956     more->remove ();
957 root 1.24
958     /*
959     * In this case, the object to be removed is in someones
960     * inventory.
961     */
962 root 1.59 if (env)
963 root 1.24 {
964 root 1.59 if (nrof)
965     sub_weight (env, weight * nrof);
966 root 1.24 else
967 root 1.59 sub_weight (env, weight + carrying);
968 root 1.24
969     /* NO_FIX_PLAYER is set when a great many changes are being
970     * made to players inventory. If set, avoiding the call
971     * to save cpu time.
972     */
973 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 root 1.78 otmp->update_stats ();
975 root 1.24
976 root 1.96 if (above)
977 root 1.59 above->below = below;
978 root 1.24 else
979 root 1.59 env->inv = below;
980 root 1.24
981 root 1.96 if (below)
982 root 1.59 below->above = above;
983 root 1.24
984     /* we set up values so that it could be inserted into
985     * the map, but we don't actually do that - it is up
986     * to the caller to decide what we want to do.
987     */
988 root 1.59 x = env->x, y = env->y;
989     map = env->map;
990     above = 0, below = 0;
991     env = 0;
992     }
993     else if (map)
994     {
995 root 1.96 if (type == PLAYER)
996     {
997     --map->players;
998     map->last_access = runtime;
999     }
1000    
1001 elmex 1.1
1002 root 1.29 /* link the object above us */
1003 root 1.59 if (above)
1004     above->below = below;
1005 root 1.29 else
1006 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1007 root 1.24
1008 root 1.29 /* Relink the object below us, if there is one */
1009 root 1.59 if (below)
1010     below->above = above;
1011 root 1.29 else
1012     {
1013     /* Nothing below, which means we need to relink map object for this space
1014     * use translated coordinates in case some oddness with map tiling is
1015     * evident
1016     */
1017 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1018 root 1.29 {
1019 root 1.59 char *dump = dump_object (this);
1020 root 1.29 LOG (llevError,
1021 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);
1022     free (dump);
1023 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1024 root 1.53 LOG (llevError, "%s\n", dump);
1025     free (dump);
1026 root 1.29 }
1027 elmex 1.1
1028 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
1029 root 1.8 }
1030 root 1.26
1031 root 1.59 above = 0;
1032     below = 0;
1033 root 1.26
1034 root 1.59 if (map->in_memory == MAP_SAVING)
1035 root 1.29 return;
1036 elmex 1.1
1037 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 elmex 1.1
1039 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1040 root 1.24 {
1041 root 1.29 /* No point updating the players look faces if he is the object
1042     * being removed.
1043 root 1.24 */
1044 root 1.29
1045 root 1.59 if (tmp->type == PLAYER && tmp != this)
1046 root 1.24 {
1047 root 1.29 /* If a container that the player is currently using somehow gets
1048     * removed (most likely destroyed), update the player view
1049     * appropriately.
1050     */
1051 root 1.59 if (tmp->container == this)
1052 root 1.29 {
1053 root 1.82 flag [FLAG_APPLIED] = 0;
1054 root 1.59 tmp->container = 0;
1055 root 1.29 }
1056    
1057 root 1.82 if (tmp->contr->ns)
1058     tmp->contr->ns->floorbox_update ();
1059 root 1.8 }
1060 root 1.26
1061 root 1.96 /* See if object moving off should effect something */
1062 root 1.50 if (check_walk_off
1063 root 1.59 && ((move_type & tmp->move_off)
1064     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1065 root 1.29 {
1066 elmex 1.72 move_apply (tmp, this, 0);
1067 root 1.24
1068 root 1.59 if (destroyed ())
1069 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 root 1.8 }
1071    
1072 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 root 1.29 if (tmp->above == tmp)
1075 root 1.59 tmp->above = 0;
1076 root 1.8
1077 root 1.29 last = tmp;
1078     }
1079 root 1.26
1080 root 1.96 /* last == NULL if there are no objects on this space */
1081     //TODO: this makes little sense, why only update the topmost object?
1082 root 1.59 if (!last)
1083 root 1.75 map->at (x, y).flags_ = P_NEED_UPDATE;
1084 root 1.29 else
1085     update_object (last, UP_OBJ_REMOVE);
1086 root 1.26
1087 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 root 1.59 update_all_los (map, x, y);
1089 elmex 1.1 }
1090     }
1091    
1092     /*
1093     * merge_ob(op,top):
1094     *
1095     * This function goes through all objects below and including top, and
1096     * merges op to the first matching object.
1097     * If top is NULL, it is calculated.
1098     * Returns pointer to object if it succeded in the merge, otherwise NULL
1099     */
1100 root 1.24 object *
1101     merge_ob (object *op, object *top)
1102     {
1103     if (!op->nrof)
1104 elmex 1.1 return 0;
1105 root 1.29
1106 root 1.82 if (top)
1107     for (top = op; top && top->above; top = top->above)
1108     ;
1109 root 1.29
1110 root 1.82 for (; top; top = top->below)
1111 elmex 1.1 {
1112 root 1.24 if (top == op)
1113     continue;
1114 root 1.66
1115     if (object::can_merge (op, top))
1116 root 1.24 {
1117     top->nrof += op->nrof;
1118    
1119 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1120 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1121 root 1.64 op->destroy ();
1122 root 1.24 return top;
1123     }
1124 elmex 1.1 }
1125 root 1.29
1126 root 1.45 return 0;
1127 elmex 1.1 }
1128    
1129     /*
1130     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1131     * job preparing multi-part monsters
1132     */
1133 root 1.24 object *
1134 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135 root 1.24 {
1136 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 root 1.24 {
1138     tmp->x = x + tmp->arch->clone.x;
1139     tmp->y = y + tmp->arch->clone.y;
1140 elmex 1.1 }
1141 root 1.29
1142 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1143 elmex 1.1 }
1144    
1145     /*
1146     * insert_ob_in_map (op, map, originator, flag):
1147     * This function inserts the object in the two-way linked list
1148     * which represents what is on a map.
1149     * The second argument specifies the map, and the x and y variables
1150     * in the object about to be inserted specifies the position.
1151     *
1152     * originator: Player, monster or other object that caused 'op' to be inserted
1153     * into 'map'. May be NULL.
1154     *
1155     * flag is a bitmask about special things to do (or not do) when this
1156     * function is called. see the object.h file for the INS_ values.
1157     * Passing 0 for flag gives proper default values, so flag really only needs
1158     * to be set if special handling is needed.
1159     *
1160     * Return value:
1161     * new object if 'op' was merged with other object
1162     * NULL if 'op' was destroyed
1163     * just 'op' otherwise
1164     */
1165 root 1.24 object *
1166 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167 elmex 1.1 {
1168 root 1.25 object *tmp, *top, *floor = NULL;
1169     sint16 x, y;
1170 elmex 1.1
1171 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1172     {
1173     LOG (llevError, "Trying to insert freed object!\n");
1174     return NULL;
1175     }
1176 root 1.25
1177 root 1.96 if (!m)
1178 root 1.24 {
1179 root 1.53 char *dump = dump_object (op);
1180     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181     free (dump);
1182 root 1.24 return op;
1183 elmex 1.1 }
1184 root 1.25
1185 root 1.24 if (out_of_map (m, op->x, op->y))
1186     {
1187 root 1.53 char *dump = dump_object (op);
1188     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189 elmex 1.1 #ifdef MANY_CORES
1190 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1191     * is likely to cause a crash. Better to find out where it is getting
1192     * improperly inserted.
1193     */
1194     abort ();
1195 elmex 1.1 #endif
1196 root 1.53 free (dump);
1197 root 1.24 return op;
1198 elmex 1.1 }
1199 root 1.25
1200 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201     {
1202 root 1.53 char *dump = dump_object (op);
1203     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204     free (dump);
1205 root 1.24 return op;
1206     }
1207 root 1.25
1208 root 1.82 if (op->more)
1209 root 1.24 {
1210     /* The part may be on a different map. */
1211    
1212 root 1.26 object *more = op->more;
1213 root 1.24
1214     /* We really need the caller to normalize coordinates - if
1215     * we set the map, that doesn't work if the location is within
1216     * a map and this is straddling an edge. So only if coordinate
1217     * is clear wrong do we normalize it.
1218     */
1219     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 root 1.24 else if (!more->map)
1222     {
1223     /* For backwards compatibility - when not dealing with tiled maps,
1224     * more->map should always point to the parent.
1225     */
1226     more->map = m;
1227     }
1228    
1229     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230     {
1231     if (!op->head)
1232     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 root 1.26
1234 root 1.82 return 0;
1235 root 1.8 }
1236 root 1.24 }
1237 root 1.25
1238 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1239 root 1.8
1240 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1241     * of areas of callers (eg, anything that uses find_free_spot would now
1242     * need extra work
1243     */
1244     op->map = get_map_from_coord (m, &op->x, &op->y);
1245     x = op->x;
1246     y = op->y;
1247    
1248     /* this has to be done after we translate the coordinates.
1249     */
1250     if (op->nrof && !(flag & INS_NO_MERGE))
1251 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 root 1.66 if (object::can_merge (op, tmp))
1253 root 1.25 {
1254     op->nrof += tmp->nrof;
1255 root 1.64 tmp->destroy ();
1256 root 1.25 }
1257 root 1.24
1258     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 root 1.25
1261 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262     CLEAR_FLAG (op, FLAG_NO_STEAL);
1263    
1264     if (flag & INS_BELOW_ORIGINATOR)
1265     {
1266     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267     {
1268     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269     abort ();
1270     }
1271 root 1.25
1272 root 1.24 op->above = originator;
1273     op->below = originator->below;
1274 root 1.25
1275 root 1.24 if (op->below)
1276     op->below->above = op;
1277     else
1278 root 1.84 op->ms ().bot = op;
1279 root 1.25
1280 root 1.24 /* since *below* originator, no need to update top */
1281     originator->below = op;
1282 elmex 1.1 }
1283 root 1.24 else
1284     {
1285     /* If there are other objects, then */
1286     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287     {
1288 root 1.96 object *last = 0;
1289 root 1.24
1290     /*
1291     * If there are multiple objects on this space, we do some trickier handling.
1292     * We've already dealt with merging if appropriate.
1293     * Generally, we want to put the new object on top. But if
1294     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295     * floor, we want to insert above that and no further.
1296     * Also, if there are spell objects on this space, we stop processing
1297     * once we get to them. This reduces the need to traverse over all of
1298     * them when adding another one - this saves quite a bit of cpu time
1299     * when lots of spells are cast in one area. Currently, it is presumed
1300     * that flying non pickable objects are spell objects.
1301     */
1302 root 1.96 while (top)
1303 root 1.24 {
1304     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305     floor = top;
1306 root 1.26
1307 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))
1308     {
1309     /* We insert above top, so we want this object below this */
1310     top = top->below;
1311     break;
1312     }
1313 root 1.26
1314 root 1.24 last = top;
1315     top = top->above;
1316     }
1317 root 1.26
1318 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1319     top = last;
1320 root 1.8
1321 root 1.24 /* We let update_position deal with figuring out what the space
1322     * looks like instead of lots of conditions here.
1323     * makes things faster, and effectively the same result.
1324     */
1325    
1326     /* Have object 'fall below' other objects that block view.
1327     * Unless those objects are exits, type 66
1328     * If INS_ON_TOP is used, don't do this processing
1329     * Need to find the object that in fact blocks view, otherwise
1330     * stacking is a bit odd.
1331     */
1332     if (!(flag & INS_ON_TOP) &&
1333 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1334 root 1.24 {
1335     for (last = top; last != floor; last = last->below)
1336     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337     break;
1338     /* Check to see if we found the object that blocks view,
1339     * and make sure we have a below pointer for it so that
1340     * we can get inserted below this one, which requires we
1341     * set top to the object below us.
1342     */
1343     if (last && last->below && last != floor)
1344     top = last->below;
1345 root 1.8 }
1346 root 1.24 } /* If objects on this space */
1347 root 1.25
1348 root 1.24 if (flag & INS_MAP_LOAD)
1349     top = GET_MAP_TOP (op->map, op->x, op->y);
1350 root 1.25
1351 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1352     top = floor;
1353    
1354     /* Top is the object that our object (op) is going to get inserted above.
1355     */
1356    
1357     /* First object on this space */
1358     if (!top)
1359     {
1360     op->above = GET_MAP_OB (op->map, op->x, op->y);
1361 root 1.25
1362 root 1.24 if (op->above)
1363     op->above->below = op;
1364 root 1.25
1365 root 1.96 op->below = 0;
1366 root 1.84 op->ms ().bot = op;
1367 root 1.24 }
1368     else
1369     { /* get inserted into the stack above top */
1370     op->above = top->above;
1371 root 1.25
1372 root 1.24 if (op->above)
1373     op->above->below = op;
1374 root 1.25
1375 root 1.24 op->below = top;
1376     top->above = op;
1377     }
1378 root 1.25
1379 root 1.96 if (!op->above)
1380 root 1.76 op->ms ().top = op;
1381 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1382 root 1.8
1383 root 1.24 if (op->type == PLAYER)
1384 root 1.96 {
1385     op->contr->do_los = 1;
1386     ++op->map->players;
1387     op->map->last_access = runtime;
1388     }
1389 root 1.24
1390     /* If we have a floor, we know the player, if any, will be above
1391     * it, so save a few ticks and start from there.
1392     */
1393     if (!(flag & INS_MAP_LOAD))
1394 root 1.76 if (object *pl = op->ms ().player ())
1395 root 1.82 if (pl->contr->ns)
1396     pl->contr->ns->floorbox_update ();
1397 root 1.24
1398     /* If this object glows, it may affect lighting conditions that are
1399     * visible to others on this map. But update_all_los is really
1400     * an inefficient way to do this, as it means los for all players
1401     * on the map will get recalculated. The players could very well
1402     * be far away from this change and not affected in any way -
1403     * this should get redone to only look for players within range,
1404     * or just updating the P_NEED_UPDATE for spaces within this area
1405     * of effect may be sufficient.
1406     */
1407 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1408 root 1.24 update_all_los (op->map, op->x, op->y);
1409    
1410     /* updates flags (blocked, alive, no magic, etc) for this map space */
1411     update_object (op, UP_OBJ_INSERT);
1412    
1413 root 1.82 INVOKE_OBJECT (INSERT, op);
1414    
1415 root 1.24 /* Don't know if moving this to the end will break anything. However,
1416 root 1.70 * we want to have floorbox_update called before calling this.
1417 root 1.24 *
1418     * check_move_on() must be after this because code called from
1419     * check_move_on() depends on correct map flags (so functions like
1420     * blocked() and wall() work properly), and these flags are updated by
1421     * update_object().
1422     */
1423    
1424     /* if this is not the head or flag has been passed, don't check walk on status */
1425     if (!(flag & INS_NO_WALK_ON) && !op->head)
1426     {
1427     if (check_move_on (op, originator))
1428 root 1.82 return 0;
1429 elmex 1.1
1430 root 1.24 /* If we are a multi part object, lets work our way through the check
1431     * walk on's.
1432     */
1433     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1434     if (check_move_on (tmp, originator))
1435 root 1.82 return 0;
1436 elmex 1.1 }
1437 root 1.25
1438 root 1.24 return op;
1439 elmex 1.1 }
1440    
1441     /* this function inserts an object in the map, but if it
1442 root 1.75 * finds an object of its own type, it'll remove that one first.
1443     * op is the object to insert it under: supplies x and the map.
1444 elmex 1.1 */
1445 root 1.24 void
1446     replace_insert_ob_in_map (const char *arch_string, object *op)
1447     {
1448 root 1.75 object *tmp, *tmp1;
1449 elmex 1.1
1450 root 1.24 /* first search for itself and remove any old instances */
1451 elmex 1.1
1452 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1453 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454     tmp->destroy ();
1455 elmex 1.1
1456 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1457 elmex 1.1
1458 root 1.24 tmp1->x = op->x;
1459     tmp1->y = op->y;
1460     insert_ob_in_map (tmp1, op->map, op, 0);
1461     }
1462 elmex 1.1
1463 root 1.93 object *
1464     object::insert_at (object *where, object *originator, int flags)
1465     {
1466     where->map->insert (this, where->x, where->y, originator, flags);
1467     }
1468    
1469 elmex 1.1 /*
1470     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471     * is returned contains nr objects, and the remaining parts contains
1472     * the rest (or is removed and freed if that number is 0).
1473     * On failure, NULL is returned, and the reason put into the
1474     * global static errmsg array.
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 1.84 if (map->darkness)
1709 root 1.59 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 root 1.24 int
1750     check_move_on (object *op, object *originator)
1751 elmex 1.1 {
1752 root 1.48 object *tmp;
1753 root 1.49 maptile *m = op->map;
1754 root 1.48 int x = op->x, y = op->y;
1755 root 1.26
1756 root 1.48 MoveType move_on, move_slow, move_block;
1757 root 1.24
1758     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1759     return 0;
1760    
1761     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764    
1765     /* if nothing on this space will slow op down or be applied,
1766     * no need to do checking below. have to make sure move_type
1767     * is set, as lots of objects don't have it set - we treat that
1768     * as walking.
1769     */
1770     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771     return 0;
1772 elmex 1.1
1773 root 1.24 /* This is basically inverse logic of that below - basically,
1774     * if the object can avoid the move on or slow move, they do so,
1775     * but can't do it if the alternate movement they are using is
1776     * blocked. Logic on this seems confusing, but does seem correct.
1777     */
1778     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779     return 0;
1780    
1781     /* The objects have to be checked from top to bottom.
1782     * Hence, we first go to the top:
1783     */
1784    
1785 root 1.84 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 root 1.24 {
1787     /* Trim the search when we find the first other spell effect
1788     * this helps performance so that if a space has 50 spell objects,
1789     * we don't need to check all of them.
1790     */
1791     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792     break;
1793     }
1794 root 1.26
1795     for (; tmp; tmp = tmp->below)
1796 root 1.24 {
1797     if (tmp == op)
1798     continue; /* Can't apply yourself */
1799 elmex 1.1
1800 root 1.24 /* Check to see if one of the movement types should be slowed down.
1801     * Second check makes sure that the movement types not being slowed
1802     * (~slow_move) is not blocked on this space - just because the
1803     * space doesn't slow down swimming (for example), if you can't actually
1804     * swim on that space, can't use it to avoid the penalty.
1805     */
1806     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807     {
1808     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810     {
1811 elmex 1.1
1812 root 1.29 float
1813     diff = tmp->move_slow_penalty * FABS (op->speed);
1814 elmex 1.1
1815 root 1.24 if (op->type == PLAYER)
1816 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818     diff /= 4.0;
1819    
1820 root 1.24 op->speed_left -= diff;
1821 root 1.8 }
1822     }
1823 elmex 1.1
1824 root 1.24 /* Basically same logic as above, except now for actual apply. */
1825     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1826     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1827     {
1828 elmex 1.72 move_apply (tmp, op, originator);
1829 root 1.24
1830 root 1.48 if (op->destroyed ())
1831 root 1.24 return 1;
1832    
1833     /* what the person/creature stepped onto has moved the object
1834     * someplace new. Don't process any further - if we did,
1835     * have a feeling strange problems would result.
1836     */
1837     if (op->map != m || op->x != x || op->y != y)
1838     return 0;
1839 root 1.8 }
1840 elmex 1.1 }
1841 root 1.26
1842 root 1.24 return 0;
1843 elmex 1.1 }
1844    
1845     /*
1846     * present_arch(arch, map, x, y) searches for any objects with
1847     * a matching archetype at the given map and coordinates.
1848     * The first matching object is returned, or NULL if none.
1849     */
1850 root 1.24 object *
1851 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1852 root 1.24 {
1853     if (m == NULL || out_of_map (m, x, y))
1854     {
1855     LOG (llevError, "Present_arch called outside map.\n");
1856     return NULL;
1857     }
1858 root 1.84
1859     for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 root 1.24 if (tmp->arch == at)
1861 elmex 1.1 return tmp;
1862 root 1.84
1863 elmex 1.1 return NULL;
1864     }
1865    
1866     /*
1867     * present(type, map, x, y) searches for any objects with
1868     * a matching type variable at the given map and coordinates.
1869     * The first matching object is returned, or NULL if none.
1870     */
1871 root 1.24 object *
1872 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1873 root 1.24 {
1874     if (out_of_map (m, x, y))
1875     {
1876     LOG (llevError, "Present called outside map.\n");
1877     return NULL;
1878     }
1879 root 1.84
1880     for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1881 root 1.24 if (tmp->type == type)
1882 elmex 1.1 return tmp;
1883 root 1.84
1884 elmex 1.1 return NULL;
1885     }
1886    
1887     /*
1888     * present_in_ob(type, object) searches for any objects with
1889     * a matching type variable in the inventory of the given object.
1890     * The first matching object is returned, or NULL if none.
1891     */
1892 root 1.24 object *
1893     present_in_ob (unsigned char type, const object *op)
1894     {
1895 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 root 1.24 if (tmp->type == type)
1897 elmex 1.1 return tmp;
1898 root 1.84
1899 elmex 1.1 return NULL;
1900     }
1901    
1902     /*
1903     * present_in_ob (type, str, object) searches for any objects with
1904     * a matching type & name variable in the inventory of the given object.
1905     * The first matching object is returned, or NULL if none.
1906     * This is mostly used by spell effect code, so that we only
1907     * have one spell effect at a time.
1908     * type can be used to narrow the search - if type is set,
1909     * the type must also match. -1 can be passed for the type,
1910     * in which case the type does not need to pass.
1911     * str is the string to match against. Note that we match against
1912     * the object name, not the archetype name. this is so that the
1913     * spell code can use one object type (force), but change it's name
1914     * to be unique.
1915     */
1916 root 1.24 object *
1917     present_in_ob_by_name (int type, const char *str, const object *op)
1918     {
1919 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921     return tmp;
1922 elmex 1.1
1923 root 1.82 return 0;
1924 elmex 1.1 }
1925    
1926     /*
1927     * present_arch_in_ob(archetype, object) searches for any objects with
1928     * a matching archetype in the inventory of the given object.
1929     * The first matching object is returned, or NULL if none.
1930     */
1931 root 1.24 object *
1932     present_arch_in_ob (const archetype *at, const object *op)
1933     {
1934 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 root 1.24 if (tmp->arch == at)
1936 elmex 1.1 return tmp;
1937 root 1.82
1938 elmex 1.1 return NULL;
1939     }
1940    
1941     /*
1942     * activate recursively a flag on an object inventory
1943     */
1944 root 1.24 void
1945     flag_inv (object *op, int flag)
1946     {
1947     if (op->inv)
1948 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 root 1.24 {
1950     SET_FLAG (tmp, flag);
1951     flag_inv (tmp, flag);
1952 elmex 1.1 }
1953 root 1.82 }
1954    
1955     /*
1956     * deactivate recursively a flag on an object inventory
1957     */
1958 root 1.24 void
1959     unflag_inv (object *op, int flag)
1960     {
1961     if (op->inv)
1962 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 root 1.24 {
1964     CLEAR_FLAG (tmp, flag);
1965     unflag_inv (tmp, flag);
1966 elmex 1.1 }
1967     }
1968    
1969     /*
1970     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971     * all it's inventory (recursively).
1972     * If checksums are used, a player will get set_cheat called for
1973     * him/her-self and all object carried by a call to this function.
1974     */
1975 root 1.24 void
1976     set_cheat (object *op)
1977     {
1978     SET_FLAG (op, FLAG_WAS_WIZ);
1979     flag_inv (op, FLAG_WAS_WIZ);
1980 elmex 1.1 }
1981    
1982     /*
1983     * find_free_spot(object, map, x, y, start, stop) will search for
1984     * a spot at the given map and coordinates which will be able to contain
1985     * the given object. start and stop specifies how many squares
1986     * to search (see the freearr_x/y[] definition).
1987     * It returns a random choice among the alternatives found.
1988     * start and stop are where to start relative to the free_arr array (1,9
1989     * does all 4 immediate directions). This returns the index into the
1990     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991     * Note - this only checks to see if there is space for the head of the
1992     * object - if it is a multispace object, this should be called for all
1993     * pieces.
1994     * Note2: This function does correctly handle tiled maps, but does not
1995     * inform the caller. However, insert_ob_in_map will update as
1996     * necessary, so the caller shouldn't need to do any special work.
1997     * Note - updated to take an object instead of archetype - this is necessary
1998     * because arch_blocked (now ob_blocked) needs to know the movement type
1999     * to know if the space in question will block the object. We can't use
2000     * the archetype because that isn't correct if the monster has been
2001     * customized, changed states, etc.
2002     */
2003 root 1.24 int
2004 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005 root 1.24 {
2006 root 1.82 int index = 0, flag;
2007     int altern[SIZEOFFREE];
2008 root 1.24
2009 root 1.82 for (int i = start; i < stop; i++)
2010 root 1.24 {
2011     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2012     if (!flag)
2013 root 1.82 altern [index++] = i;
2014 root 1.24
2015     /* Basically, if we find a wall on a space, we cut down the search size.
2016     * In this way, we won't return spaces that are on another side of a wall.
2017     * This mostly work, but it cuts down the search size in all directions -
2018     * if the space being examined only has a wall to the north and empty
2019     * spaces in all the other directions, this will reduce the search space
2020     * to only the spaces immediately surrounding the target area, and
2021     * won't look 2 spaces south of the target space.
2022     */
2023 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2024 root 1.24 stop = maxfree[i];
2025 elmex 1.1 }
2026 root 1.74
2027 root 1.24 if (!index)
2028     return -1;
2029 root 1.74
2030 root 1.24 return altern[RANDOM () % index];
2031 elmex 1.1 }
2032    
2033     /*
2034 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2035 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2036     * But it will return the first available spot, not a random choice.
2037     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2038     */
2039 root 1.24 int
2040 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041 root 1.24 {
2042 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2043     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2044     return i;
2045 root 1.24
2046     return -1;
2047 elmex 1.1 }
2048    
2049     /*
2050     * The function permute(arr, begin, end) randomly reorders the array
2051     * arr[begin..end-1].
2052 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2053 elmex 1.1 */
2054 root 1.24 static void
2055     permute (int *arr, int begin, int end)
2056 elmex 1.1 {
2057 root 1.82 arr += begin;
2058     end -= begin;
2059    
2060     while (--end)
2061     swap (arr [end], arr [RANDOM () % (end + 1)]);
2062 elmex 1.1 }
2063    
2064     /* new function to make monster searching more efficient, and effective!
2065     * This basically returns a randomized array (in the passed pointer) of
2066     * the spaces to find monsters. In this way, it won't always look for
2067     * monsters to the north first. However, the size of the array passed
2068     * covers all the spaces, so within that size, all the spaces within
2069     * the 3x3 area will be searched, just not in a predictable order.
2070     */
2071 root 1.24 void
2072     get_search_arr (int *search_arr)
2073 elmex 1.1 {
2074 root 1.82 int i;
2075 elmex 1.1
2076 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2077 root 1.82 search_arr[i] = i;
2078 elmex 1.1
2079 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2080     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2081     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2082 elmex 1.1 }
2083    
2084     /*
2085     * find_dir(map, x, y, exclude) will search some close squares in the
2086     * given map at the given coordinates for live objects.
2087     * It will not considered the object given as exclude among possible
2088     * live objects.
2089     * It returns the direction toward the first/closest live object if finds
2090     * any, otherwise 0.
2091     * Perhaps incorrectly, but I'm making the assumption that exclude
2092     * is actually want is going to try and move there. We need this info
2093     * because we have to know what movement the thing looking to move
2094     * there is capable of.
2095     */
2096 root 1.24 int
2097 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2098 root 1.24 {
2099 root 1.82 int i, max = SIZEOFFREE, mflags;
2100 root 1.29
2101     sint16 nx, ny;
2102 root 1.82 object *tmp;
2103     maptile *mp;
2104 root 1.29
2105     MoveType blocked, move_type;
2106 root 1.24
2107     if (exclude && exclude->head)
2108     {
2109     exclude = exclude->head;
2110     move_type = exclude->move_type;
2111     }
2112     else
2113     {
2114     /* If we don't have anything, presume it can use all movement types. */
2115     move_type = MOVE_ALL;
2116     }
2117    
2118     for (i = 1; i < max; i++)
2119     {
2120     mp = m;
2121     nx = x + freearr_x[i];
2122     ny = y + freearr_y[i];
2123    
2124     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125 root 1.75
2126 root 1.24 if (mflags & P_OUT_OF_MAP)
2127 root 1.75 max = maxfree[i];
2128 root 1.24 else
2129     {
2130 root 1.82 mapspace &ms = mp->at (nx, ny);
2131    
2132     blocked = ms.move_block;
2133 root 1.24
2134     if ((move_type & blocked) == move_type)
2135 root 1.75 max = maxfree[i];
2136 root 1.24 else if (mflags & P_IS_ALIVE)
2137     {
2138 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2141 root 1.75 break;
2142    
2143 root 1.24 if (tmp)
2144 root 1.75 return freedir[i];
2145 root 1.8 }
2146     }
2147 elmex 1.1 }
2148 root 1.75
2149 root 1.24 return 0;
2150 elmex 1.1 }
2151    
2152     /*
2153     * distance(object 1, object 2) will return the square of the
2154     * distance between the two given objects.
2155     */
2156 root 1.24 int
2157     distance (const object *ob1, const object *ob2)
2158     {
2159 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2160 elmex 1.1 }
2161    
2162     /*
2163     * find_dir_2(delta-x,delta-y) will return a direction in which
2164     * an object which has subtracted the x and y coordinates of another
2165     * object, needs to travel toward it.
2166     */
2167 root 1.24 int
2168     find_dir_2 (int x, int y)
2169     {
2170 root 1.75 int q;
2171 elmex 1.1
2172 root 1.24 if (y)
2173     q = x * 100 / y;
2174 elmex 1.1 else if (x)
2175 root 1.24 q = -300 * x;
2176 elmex 1.1 else
2177     return 0;
2178    
2179 root 1.24 if (y > 0)
2180     {
2181     if (q < -242)
2182     return 3;
2183     if (q < -41)
2184     return 2;
2185     if (q < 41)
2186     return 1;
2187     if (q < 242)
2188     return 8;
2189     return 7;
2190     }
2191 elmex 1.1
2192     if (q < -242)
2193 root 1.24 return 7;
2194 elmex 1.1 if (q < -41)
2195 root 1.24 return 6;
2196 elmex 1.1 if (q < 41)
2197 root 1.24 return 5;
2198 elmex 1.1 if (q < 242)
2199 root 1.24 return 4;
2200 elmex 1.1
2201 root 1.24 return 3;
2202 elmex 1.1 }
2203    
2204     /*
2205     * absdir(int): Returns a number between 1 and 8, which represent
2206     * the "absolute" direction of a number (it actually takes care of
2207     * "overflow" in previous calculations of a direction).
2208     */
2209    
2210 root 1.24 int
2211     absdir (int d)
2212     {
2213     while (d < 1)
2214     d += 8;
2215 root 1.82
2216 root 1.24 while (d > 8)
2217     d -= 8;
2218 root 1.82
2219 elmex 1.1 return d;
2220     }
2221    
2222     /*
2223     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224     * between two directions (which are expected to be absolute (see absdir())
2225     */
2226    
2227 root 1.24 int
2228     dirdiff (int dir1, int dir2)
2229     {
2230 root 1.82 int d;
2231 root 1.24
2232     d = abs (dir1 - dir2);
2233     if (d > 4)
2234 elmex 1.1 d = 8 - d;
2235 root 1.82
2236 elmex 1.1 return d;
2237     }
2238    
2239     /* peterm:
2240     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241     * Basically, this is a table of directions, and what directions
2242     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2243     * This basically means that if direction is 15, then it could either go
2244     * direction 4, 14, or 16 to get back to where we are.
2245     * Moved from spell_util.c to object.c with the other related direction
2246     * functions.
2247     */
2248 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2249 root 1.24 {0, 0, 0}, /* 0 */
2250     {0, 0, 0}, /* 1 */
2251     {0, 0, 0}, /* 2 */
2252     {0, 0, 0}, /* 3 */
2253     {0, 0, 0}, /* 4 */
2254     {0, 0, 0}, /* 5 */
2255     {0, 0, 0}, /* 6 */
2256     {0, 0, 0}, /* 7 */
2257     {0, 0, 0}, /* 8 */
2258     {8, 1, 2}, /* 9 */
2259     {1, 2, -1}, /* 10 */
2260     {2, 10, 12}, /* 11 */
2261     {2, 3, -1}, /* 12 */
2262     {2, 3, 4}, /* 13 */
2263     {3, 4, -1}, /* 14 */
2264     {4, 14, 16}, /* 15 */
2265     {5, 4, -1}, /* 16 */
2266     {4, 5, 6}, /* 17 */
2267     {6, 5, -1}, /* 18 */
2268     {6, 20, 18}, /* 19 */
2269     {7, 6, -1}, /* 20 */
2270     {6, 7, 8}, /* 21 */
2271     {7, 8, -1}, /* 22 */
2272     {8, 22, 24}, /* 23 */
2273     {8, 1, -1}, /* 24 */
2274     {24, 9, 10}, /* 25 */
2275     {9, 10, -1}, /* 26 */
2276     {10, 11, -1}, /* 27 */
2277     {27, 11, 29}, /* 28 */
2278     {11, 12, -1}, /* 29 */
2279     {12, 13, -1}, /* 30 */
2280     {12, 13, 14}, /* 31 */
2281     {13, 14, -1}, /* 32 */
2282     {14, 15, -1}, /* 33 */
2283     {33, 15, 35}, /* 34 */
2284     {16, 15, -1}, /* 35 */
2285     {17, 16, -1}, /* 36 */
2286     {18, 17, 16}, /* 37 */
2287     {18, 17, -1}, /* 38 */
2288     {18, 19, -1}, /* 39 */
2289     {41, 19, 39}, /* 40 */
2290     {19, 20, -1}, /* 41 */
2291     {20, 21, -1}, /* 42 */
2292     {20, 21, 22}, /* 43 */
2293     {21, 22, -1}, /* 44 */
2294     {23, 22, -1}, /* 45 */
2295     {45, 47, 23}, /* 46 */
2296     {23, 24, -1}, /* 47 */
2297     {24, 9, -1}
2298     }; /* 48 */
2299 elmex 1.1
2300     /* Recursive routine to step back and see if we can
2301     * find a path to that monster that we found. If not,
2302     * we don't bother going toward it. Returns 1 if we
2303     * can see a direct way to get it
2304     * Modified to be map tile aware -.MSW
2305     */
2306 root 1.24 int
2307 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2308 root 1.24 {
2309 root 1.29 sint16 dx, dy;
2310 root 1.75 int mflags;
2311 root 1.24
2312     if (dir < 0)
2313     return 0; /* exit condition: invalid direction */
2314    
2315     dx = x + freearr_x[dir];
2316     dy = y + freearr_y[dir];
2317    
2318     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2319    
2320     /* This functional arguably was incorrect before - it was
2321     * checking for P_WALL - that was basically seeing if
2322     * we could move to the monster - this is being more
2323     * literal on if we can see it. To know if we can actually
2324     * move to the monster, we'd need the monster passed in or
2325     * at least its move type.
2326     */
2327     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328     return 0;
2329    
2330     /* yes, can see. */
2331     if (dir < 9)
2332     return 1;
2333 root 1.75
2334     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2335     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2337 root 1.24 }
2338    
2339 elmex 1.1 /*
2340     * can_pick(picker, item): finds out if an object is possible to be
2341     * picked up by the picker. Returnes 1 if it can be
2342     * picked up, otherwise 0.
2343     *
2344     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345     * core dumps if they do.
2346     *
2347     * Add a check so we can't pick up invisible objects (0.93.8)
2348     */
2349    
2350 root 1.24 int
2351     can_pick (const object *who, const object *item)
2352     {
2353     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2356 elmex 1.1 }
2357    
2358     /*
2359     * create clone from object to another
2360     */
2361 root 1.24 object *
2362     object_create_clone (object *asrc)
2363     {
2364 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2365 elmex 1.1
2366 root 1.24 if (!asrc)
2367 root 1.62 return 0;
2368    
2369 root 1.24 src = asrc;
2370     if (src->head)
2371     src = src->head;
2372    
2373 root 1.62 prev = 0;
2374 root 1.24 for (part = src; part; part = part->more)
2375     {
2376 root 1.65 tmp = part->clone ();
2377 root 1.24 tmp->x -= src->x;
2378     tmp->y -= src->y;
2379 root 1.62
2380 root 1.24 if (!part->head)
2381     {
2382     dst = tmp;
2383 root 1.62 tmp->head = 0;
2384 root 1.24 }
2385     else
2386 root 1.75 tmp->head = dst;
2387 root 1.62
2388     tmp->more = 0;
2389    
2390 root 1.24 if (prev)
2391     prev->more = tmp;
2392 root 1.62
2393 root 1.24 prev = tmp;
2394 elmex 1.1 }
2395 root 1.24
2396     for (item = src->inv; item; item = item->below)
2397 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2398 elmex 1.1
2399 root 1.24 return dst;
2400 elmex 1.1 }
2401    
2402     /* GROS - Creates an object using a string representing its content. */
2403     /* Basically, we save the content of the string to a temp file, then call */
2404     /* load_object on it. I admit it is a highly inefficient way to make things, */
2405     /* but it was simple to make and allows reusing the load_object function. */
2406     /* Remember not to use load_object_str in a time-critical situation. */
2407     /* Also remember that multiparts objects are not supported for now. */
2408 root 1.24 object *
2409     load_object_str (const char *obstr)
2410 elmex 1.1 {
2411 root 1.48 object *op;
2412     char filename[MAX_BUF];
2413 root 1.9
2414 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415    
2416 root 1.48 FILE *tempfile = fopen (filename, "w");
2417 root 1.24
2418     if (tempfile == NULL)
2419 elmex 1.1 {
2420 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2421     return NULL;
2422 root 1.41 }
2423    
2424 root 1.24 fprintf (tempfile, obstr);
2425     fclose (tempfile);
2426 elmex 1.1
2427 root 1.64 op = object::create ();
2428 elmex 1.1
2429 root 1.29 object_thawer thawer (filename);
2430 root 1.13
2431 root 1.24 if (thawer)
2432     load_object (thawer, op, 0);
2433 root 1.13
2434 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435     CLEAR_FLAG (op, FLAG_REMOVED);
2436 root 1.9
2437 root 1.24 return op;
2438 elmex 1.1 }
2439    
2440     /* This returns the first object in who's inventory that
2441     * has the same type and subtype match.
2442     * returns NULL if no match.
2443     */
2444 root 1.24 object *
2445     find_obj_by_type_subtype (const object *who, int type, int subtype)
2446 elmex 1.1 {
2447 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2448 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2449     return tmp;
2450 elmex 1.1
2451 root 1.82 return 0;
2452 elmex 1.1 }
2453    
2454     /* If ob has a field named key, return the link from the list,
2455     * otherwise return NULL.
2456     *
2457     * key must be a passed in shared string - otherwise, this won't
2458     * do the desired thing.
2459     */
2460 root 1.24 key_value *
2461     get_ob_key_link (const object *ob, const char *key)
2462     {
2463 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2464 root 1.48 if (link->key == key)
2465     return link;
2466 root 1.24
2467 root 1.82 return 0;
2468 root 1.24 }
2469 elmex 1.1
2470     /*
2471     * Returns the value of op has an extra_field for key, or NULL.
2472     *
2473     * The argument doesn't need to be a shared string.
2474     *
2475     * The returned string is shared.
2476     */
2477 root 1.24 const char *
2478     get_ob_key_value (const object *op, const char *const key)
2479     {
2480 root 1.35 key_value *link;
2481     shstr_cmp canonical_key (key);
2482 root 1.24
2483 root 1.35 if (!canonical_key)
2484 root 1.24 {
2485     /* 1. There being a field named key on any object
2486     * implies there'd be a shared string to find.
2487     * 2. Since there isn't, no object has this field.
2488     * 3. Therefore, *this* object doesn't have this field.
2489     */
2490 root 1.35 return 0;
2491 elmex 1.1 }
2492    
2493 root 1.24 /* This is copied from get_ob_key_link() above -
2494     * only 4 lines, and saves the function call overhead.
2495     */
2496 root 1.35 for (link = op->key_values; link; link = link->next)
2497     if (link->key == canonical_key)
2498     return link->value;
2499    
2500     return 0;
2501 elmex 1.1 }
2502    
2503    
2504     /*
2505     * Updates the canonical_key in op to value.
2506     *
2507     * canonical_key is a shared string (value doesn't have to be).
2508     *
2509     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2510     * keys.
2511     *
2512     * Returns TRUE on success.
2513     */
2514 root 1.24 int
2515     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516     {
2517 root 1.82 key_value *field = NULL, *last = NULL;
2518 root 1.24
2519     for (field = op->key_values; field != NULL; field = field->next)
2520     {
2521     if (field->key != canonical_key)
2522     {
2523     last = field;
2524     continue;
2525     }
2526    
2527     if (value)
2528     field->value = value;
2529     else
2530     {
2531     /* Basically, if the archetype has this key set,
2532     * we need to store the null value so when we save
2533     * it, we save the empty value so that when we load,
2534     * we get this value back again.
2535     */
2536     if (get_ob_key_link (&op->arch->clone, canonical_key))
2537     field->value = 0;
2538     else
2539     {
2540     if (last)
2541     last->next = field->next;
2542     else
2543     op->key_values = field->next;
2544    
2545 root 1.29 delete field;
2546 root 1.24 }
2547     }
2548     return TRUE;
2549     }
2550     /* IF we get here, key doesn't exist */
2551    
2552     /* No field, we'll have to add it. */
2553    
2554     if (!add_key)
2555 root 1.82 return FALSE;
2556    
2557 root 1.24 /* There isn't any good reason to store a null
2558     * value in the key/value list. If the archetype has
2559     * this key, then we should also have it, so shouldn't
2560     * be here. If user wants to store empty strings,
2561     * should pass in ""
2562     */
2563     if (value == NULL)
2564 elmex 1.1 return TRUE;
2565 root 1.24
2566     field = new key_value;
2567    
2568     field->key = canonical_key;
2569     field->value = value;
2570     /* Usual prepend-addition. */
2571     field->next = op->key_values;
2572     op->key_values = field;
2573    
2574     return TRUE;
2575 elmex 1.1 }
2576    
2577     /*
2578     * Updates the key in op to value.
2579     *
2580     * If add_key is FALSE, this will only update existing keys,
2581     * and not add new ones.
2582     * In general, should be little reason FALSE is ever passed in for add_key
2583     *
2584     * Returns TRUE on success.
2585     */
2586 root 1.24 int
2587     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2588 root 1.11 {
2589 root 1.29 shstr key_ (key);
2590 root 1.24
2591 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2592 elmex 1.1 }
2593 root 1.31
2594 root 1.34 object::depth_iterator::depth_iterator (object *container)
2595     : iterator_base (container)
2596     {
2597     while (item->inv)
2598     item = item->inv;
2599     }
2600    
2601 root 1.31 void
2602 root 1.34 object::depth_iterator::next ()
2603 root 1.31 {
2604 root 1.34 if (item->below)
2605     {
2606     item = item->below;
2607    
2608     while (item->inv)
2609     item = item->inv;
2610     }
2611 root 1.31 else
2612 root 1.34 item = item->env;
2613 root 1.31 }
2614 root 1.34
2615 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2616     const char *
2617     object::debug_desc (char *info) const
2618     {
2619     char info2[256 * 3];
2620     char *p = info;
2621    
2622     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623     count,
2624     &name,
2625     title ? " " : "",
2626     title ? (const char *)title : "");
2627    
2628     if (env)
2629     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630    
2631     if (map)
2632 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 root 1.36
2634     return info;
2635     }
2636    
2637     const char *
2638     object::debug_desc () const
2639     {
2640     static char info[256 * 3];
2641     return debug_desc (info);
2642     }
2643