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Revision: 1.97
Committed: Sat Dec 30 21:07:46 2006 UTC (17 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.96: +53 -46 lines
Log Message:
fixed the problem where objects with speed=0 were on the active object list.
extended debug_desc a bit. implemented object::has_active_speed ().

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 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_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 elmex 1.97 if (has_active_speed ())
569     activate (false);
570 root 1.24 else
571 elmex 1.97 deactivate (false);
572 elmex 1.1 }
573    
574     /*
575 root 1.75 * update_object() updates the the map.
576 elmex 1.1 * It takes into account invisible objects (and represent squares covered
577     * by invisible objects by whatever is below them (unless it's another
578     * invisible object, etc...)
579     * If the object being updated is beneath a player, the look-window
580     * of that player is updated (this might be a suboptimal way of
581     * updating that window, though, since update_object() is called _often_)
582     *
583     * action is a hint of what the caller believes need to be done.
584     * current action are:
585     * UP_OBJ_INSERT: op was inserted
586     * UP_OBJ_REMOVE: op was removed
587     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588     * as that is easier than trying to look at what may have changed.
589     * UP_OBJ_FACE: only the objects face has changed.
590     */
591 root 1.24 void
592     update_object (object *op, int action)
593     {
594     MoveType move_on, move_off, move_block, move_slow;
595    
596     if (op == NULL)
597     {
598     /* this should never happen */
599     LOG (llevDebug, "update_object() called for NULL object.\n");
600     return;
601 elmex 1.1 }
602 root 1.24
603 root 1.75 if (op->env)
604 root 1.24 {
605     /* Animation is currently handled by client, so nothing
606     * to do in this case.
607     */
608     return;
609 elmex 1.1 }
610    
611 root 1.24 /* If the map is saving, don't do anything as everything is
612     * going to get freed anyways.
613     */
614     if (!op->map || op->map->in_memory == MAP_SAVING)
615     return;
616    
617     /* make sure the object is within map boundaries */
618 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 root 1.24 {
620     LOG (llevError, "update_object() called for object out of map!\n");
621 elmex 1.1 #ifdef MANY_CORES
622 root 1.24 abort ();
623 elmex 1.1 #endif
624 root 1.24 return;
625 elmex 1.1 }
626    
627 root 1.76 mapspace &m = op->ms ();
628 elmex 1.1
629 root 1.75 if (m.flags_ & P_NEED_UPDATE)
630     /* nop */;
631     else if (action == UP_OBJ_INSERT)
632     {
633     // this is likely overkill, TODO: revisit (schmorp)
634     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640     || (m.move_on | op->move_on ) != m.move_on
641     || (m.move_off | op->move_off ) != m.move_off
642     || (m.move_slow | op->move_slow) != m.move_slow
643     /* This isn't perfect, but I don't expect a lot of objects to
644     * to have move_allow right now.
645     */
646     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648     m.flags_ = P_NEED_UPDATE;
649     }
650     /* if the object is being removed, we can't make intelligent
651     * decisions, because remove_ob can't really pass the object
652     * that is being removed.
653     */
654 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 root 1.75 m.flags_ = P_NEED_UPDATE;
656 root 1.24 else if (action == UP_OBJ_FACE)
657 root 1.29 /* Nothing to do for that case */ ;
658 root 1.24 else
659 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 elmex 1.1
661 root 1.75 if (op->more)
662 root 1.24 update_object (op->more, action);
663 elmex 1.1 }
664    
665 root 1.45 object::vector object::objects; // not yet used
666     object *object::first;
667 root 1.21
668     object::object ()
669     {
670 root 1.22 SET_FLAG (this, FLAG_REMOVED);
671    
672     expmul = 1.0;
673     face = blank_face;
674     }
675    
676     object::~object ()
677     {
678     free_key_values (this);
679     }
680    
681 root 1.24 void object::link ()
682 root 1.22 {
683 root 1.21 count = ++ob_count;
684 root 1.41 uuid = gen_uuid ();
685 root 1.21
686     prev = 0;
687 root 1.45 next = object::first;
688 root 1.21
689 root 1.45 if (object::first)
690     object::first->prev = this;
691 root 1.21
692 root 1.45 object::first = this;
693 root 1.21 }
694    
695 root 1.24 void object::unlink ()
696 root 1.21 {
697 root 1.45 if (this == object::first)
698     object::first = next;
699 root 1.38
700 root 1.22 /* Remove this object from the list of used objects */
701 root 1.41 if (prev) prev->next = next;
702     if (next) next->prev = prev;
703 root 1.25
704 root 1.41 prev = 0;
705     next = 0;
706 root 1.24 }
707 root 1.21
708 root 1.96 void
709     object::activate (bool recursive)
710     {
711 elmex 1.97 if (has_active_speed ())
712     {
713     /* If already on active list, don't do anything */
714     if (active_next || active_prev || this == active_objects)
715     return;
716    
717     /* process_events() expects us to insert the object at the beginning
718     * of the list. */
719     active_next = active_objects;
720    
721     if (active_next)
722     active_next->active_prev = this;
723    
724     active_objects = this;
725     }
726 root 1.96
727     if (recursive)
728     for (object *op = inv; op; op = op->above)
729     op->activate (1);
730     }
731    
732     /* This function removes object 'op' from the list of active
733     * objects.
734     * This should only be used for style maps or other such
735     * reference maps where you don't want an object that isn't
736     * in play chewing up cpu time getting processed.
737     * The reverse of this is to call update_ob_speed, which
738     * will do the right thing based on the speed of the object.
739     */
740     void
741     object::deactivate (bool recursive)
742     {
743     /* If not on the active list, nothing needs to be done */
744     if (!active_next && !active_prev && this != active_objects)
745     return;
746    
747     if (active_prev == 0)
748     {
749     active_objects = active_next;
750     if (active_next)
751     active_next->active_prev = 0;
752     }
753     else
754     {
755     active_prev->active_next = active_next;
756     if (active_next)
757     active_next->active_prev = active_prev;
758     }
759    
760     active_next = 0;
761     active_prev = 0;
762    
763     if (recursive)
764     for (object *op = inv; op; op = op->above)
765     op->deactivate (1);
766     }
767    
768 root 1.89 /*
769     * Remove and free all objects in the inventory of the given object.
770     * object.c ?
771     */
772     void
773     object::destroy_inv (bool drop_to_ground)
774     {
775 root 1.94 // need to check first, because the checks below might segfault
776     // as we might be on an invalid mapspace and crossfire code
777     // is too buggy to ensure that the inventory is empty.
778     // corollary: if you create arrows etc. with stuff in tis inventory,
779     // cf will crash below with off-map x and y
780     if (!inv)
781     return;
782    
783 root 1.89 /* Only if the space blocks everything do we not process -
784     * if some form of movement is allowed, let objects
785     * drop on that space.
786     */
787 root 1.92 if (!drop_to_ground
788     || !map
789     || map->in_memory != MAP_IN_MEMORY
790 root 1.95 || ms ().move_block == MOVE_ALL)
791 root 1.89 {
792     while (inv)
793 root 1.92 {
794     inv->destroy_inv (drop_to_ground);
795     inv->destroy ();
796     }
797 root 1.89 }
798     else
799     { /* Put objects in inventory onto this space */
800     while (inv)
801     {
802     object *op = inv;
803    
804     if (op->flag [FLAG_STARTEQUIP]
805     || op->flag [FLAG_NO_DROP]
806     || op->type == RUNE
807     || op->type == TRAP
808     || op->flag [FLAG_IS_A_TEMPLATE])
809     op->destroy ();
810     else
811 root 1.93 map->insert (op, x, y);
812 root 1.89 }
813     }
814     }
815    
816 root 1.21 object *object::create ()
817     {
818 root 1.42 object *op = new object;
819 root 1.22 op->link ();
820     return op;
821 root 1.21 }
822 elmex 1.1
823 root 1.82 void
824     object::do_destroy ()
825 root 1.14 {
826 root 1.82 if (flag [FLAG_IS_LINKED])
827     remove_button_link (this);
828 root 1.29
829 root 1.82 if (flag [FLAG_FRIENDLY])
830 root 1.32 remove_friendly_object (this);
831    
832 root 1.82 if (!flag [FLAG_REMOVED])
833 root 1.63 remove ();
834 root 1.14
835 root 1.82 if (flag [FLAG_FREED])
836     return;
837 root 1.14
838 root 1.92 set_speed (0);
839    
840 root 1.82 flag [FLAG_FREED] = 1;
841 root 1.14
842 root 1.90 attachable::do_destroy ();
843    
844 root 1.89 destroy_inv (true);
845 root 1.88 unlink ();
846    
847 root 1.57 // hack to ensure that freed objects still have a valid map
848     {
849     static maptile *freed_map; // freed objects are moved here to avoid crashes
850    
851     if (!freed_map)
852     {
853     freed_map = new maptile;
854    
855     freed_map->name = "/internal/freed_objects_map";
856     freed_map->width = 3;
857     freed_map->height = 3;
858    
859 root 1.96 freed_map->alloc ();
860 root 1.57 }
861    
862     map = freed_map;
863     x = 1;
864     y = 1;
865     }
866    
867 root 1.82 head = 0;
868 root 1.88
869     if (more)
870     {
871     more->destroy ();
872     more = 0;
873     }
874 root 1.82
875 root 1.44 // clear those pointers that likely might have circular references to us
876     owner = 0;
877     enemy = 0;
878     attacked_by = 0;
879 root 1.25
880 root 1.52 // only relevant for players(?), but make sure of it anyways
881     contr = 0;
882 root 1.82 }
883    
884     void
885     object::destroy (bool destroy_inventory)
886     {
887     if (destroyed ())
888     return;
889    
890     if (destroy_inventory)
891 root 1.89 destroy_inv (false);
892 root 1.22
893 root 1.82 attachable::destroy ();
894 elmex 1.1 }
895    
896     /*
897     * sub_weight() recursively (outwards) subtracts a number from the
898     * weight of an object (and what is carried by it's environment(s)).
899     */
900 root 1.24 void
901     sub_weight (object *op, signed long weight)
902     {
903     while (op != NULL)
904     {
905     if (op->type == CONTAINER)
906 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
907    
908 root 1.24 op->carrying -= weight;
909     op = op->env;
910 elmex 1.1 }
911     }
912    
913 root 1.63 /* op->remove ():
914 elmex 1.1 * This function removes the object op from the linked list of objects
915     * which it is currently tied to. When this function is done, the
916     * object will have no environment. If the object previously had an
917     * environment, the x and y coordinates will be updated to
918     * the previous environment.
919     * Beware: This function is called from the editor as well!
920     */
921 root 1.24 void
922 root 1.59 object::remove ()
923 root 1.24 {
924 root 1.45 object *tmp, *last = 0;
925     object *otmp;
926 root 1.26
927 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
928 root 1.29 return;
929 root 1.24
930 root 1.59 SET_FLAG (this, FLAG_REMOVED);
931 root 1.82 INVOKE_OBJECT (REMOVE, this);
932 root 1.26
933 root 1.59 if (more)
934     more->remove ();
935 root 1.24
936     /*
937     * In this case, the object to be removed is in someones
938     * inventory.
939     */
940 root 1.59 if (env)
941 root 1.24 {
942 root 1.59 if (nrof)
943     sub_weight (env, weight * nrof);
944 root 1.24 else
945 root 1.59 sub_weight (env, weight + carrying);
946 root 1.24
947     /* NO_FIX_PLAYER is set when a great many changes are being
948     * made to players inventory. If set, avoiding the call
949     * to save cpu time.
950     */
951 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
952 root 1.78 otmp->update_stats ();
953 root 1.24
954 root 1.96 if (above)
955 root 1.59 above->below = below;
956 root 1.24 else
957 root 1.59 env->inv = below;
958 root 1.24
959 root 1.96 if (below)
960 root 1.59 below->above = above;
961 root 1.24
962     /* we set up values so that it could be inserted into
963     * the map, but we don't actually do that - it is up
964     * to the caller to decide what we want to do.
965     */
966 root 1.59 x = env->x, y = env->y;
967     map = env->map;
968     above = 0, below = 0;
969     env = 0;
970     }
971     else if (map)
972     {
973 root 1.96 if (type == PLAYER)
974     {
975     --map->players;
976     map->last_access = runtime;
977     }
978    
979 elmex 1.1
980 root 1.29 /* link the object above us */
981 root 1.59 if (above)
982     above->below = below;
983 root 1.29 else
984 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
985 root 1.24
986 root 1.29 /* Relink the object below us, if there is one */
987 root 1.59 if (below)
988     below->above = above;
989 root 1.29 else
990     {
991     /* Nothing below, which means we need to relink map object for this space
992     * use translated coordinates in case some oddness with map tiling is
993     * evident
994     */
995 root 1.59 if (GET_MAP_OB (map, x, y) != this)
996 root 1.29 {
997 root 1.59 char *dump = dump_object (this);
998 root 1.29 LOG (llevError,
999 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);
1000     free (dump);
1001 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1002 root 1.53 LOG (llevError, "%s\n", dump);
1003     free (dump);
1004 root 1.29 }
1005 elmex 1.1
1006 root 1.84 map->at (x, y).bot = above; /* goes on above it. */
1007 root 1.8 }
1008 root 1.26
1009 root 1.59 above = 0;
1010     below = 0;
1011 root 1.26
1012 root 1.59 if (map->in_memory == MAP_SAVING)
1013 root 1.29 return;
1014 elmex 1.1
1015 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 elmex 1.1
1017 root 1.90 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1018 root 1.24 {
1019 root 1.29 /* No point updating the players look faces if he is the object
1020     * being removed.
1021 root 1.24 */
1022 root 1.29
1023 root 1.59 if (tmp->type == PLAYER && tmp != this)
1024 root 1.24 {
1025 root 1.29 /* If a container that the player is currently using somehow gets
1026     * removed (most likely destroyed), update the player view
1027     * appropriately.
1028     */
1029 root 1.59 if (tmp->container == this)
1030 root 1.29 {
1031 root 1.82 flag [FLAG_APPLIED] = 0;
1032 root 1.59 tmp->container = 0;
1033 root 1.29 }
1034    
1035 root 1.82 if (tmp->contr->ns)
1036     tmp->contr->ns->floorbox_update ();
1037 root 1.8 }
1038 root 1.26
1039 root 1.96 /* See if object moving off should effect something */
1040 root 1.50 if (check_walk_off
1041 root 1.59 && ((move_type & tmp->move_off)
1042     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1043 root 1.29 {
1044 elmex 1.72 move_apply (tmp, this, 0);
1045 root 1.24
1046 root 1.59 if (destroyed ())
1047 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 root 1.8 }
1049    
1050 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 root 1.29 if (tmp->above == tmp)
1053 root 1.59 tmp->above = 0;
1054 root 1.8
1055 root 1.29 last = tmp;
1056     }
1057 root 1.26
1058 root 1.96 /* last == NULL if there are no objects on this space */
1059     //TODO: this makes little sense, why only update the topmost object?
1060 root 1.59 if (!last)
1061 root 1.75 map->at (x, y).flags_ = P_NEED_UPDATE;
1062 root 1.29 else
1063     update_object (last, UP_OBJ_REMOVE);
1064 root 1.26
1065 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 root 1.59 update_all_los (map, x, y);
1067 elmex 1.1 }
1068     }
1069    
1070     /*
1071     * merge_ob(op,top):
1072     *
1073     * This function goes through all objects below and including top, and
1074     * merges op to the first matching object.
1075     * If top is NULL, it is calculated.
1076     * Returns pointer to object if it succeded in the merge, otherwise NULL
1077     */
1078 root 1.24 object *
1079     merge_ob (object *op, object *top)
1080     {
1081     if (!op->nrof)
1082 elmex 1.1 return 0;
1083 root 1.29
1084 root 1.82 if (top)
1085     for (top = op; top && top->above; top = top->above)
1086     ;
1087 root 1.29
1088 root 1.82 for (; top; top = top->below)
1089 elmex 1.1 {
1090 root 1.24 if (top == op)
1091     continue;
1092 root 1.66
1093     if (object::can_merge (op, top))
1094 root 1.24 {
1095     top->nrof += op->nrof;
1096    
1097 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1098 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1099 root 1.64 op->destroy ();
1100 root 1.24 return top;
1101     }
1102 elmex 1.1 }
1103 root 1.29
1104 root 1.45 return 0;
1105 elmex 1.1 }
1106    
1107     /*
1108     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1109     * job preparing multi-part monsters
1110     */
1111 root 1.24 object *
1112 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113 root 1.24 {
1114 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 root 1.24 {
1116     tmp->x = x + tmp->arch->clone.x;
1117     tmp->y = y + tmp->arch->clone.y;
1118 elmex 1.1 }
1119 root 1.29
1120 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1121 elmex 1.1 }
1122    
1123     /*
1124     * insert_ob_in_map (op, map, originator, flag):
1125     * This function inserts the object in the two-way linked list
1126     * which represents what is on a map.
1127     * The second argument specifies the map, and the x and y variables
1128     * in the object about to be inserted specifies the position.
1129     *
1130     * originator: Player, monster or other object that caused 'op' to be inserted
1131     * into 'map'. May be NULL.
1132     *
1133     * flag is a bitmask about special things to do (or not do) when this
1134     * function is called. see the object.h file for the INS_ values.
1135     * Passing 0 for flag gives proper default values, so flag really only needs
1136     * to be set if special handling is needed.
1137     *
1138     * Return value:
1139     * new object if 'op' was merged with other object
1140     * NULL if 'op' was destroyed
1141     * just 'op' otherwise
1142     */
1143 root 1.24 object *
1144 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145 elmex 1.1 {
1146 root 1.25 object *tmp, *top, *floor = NULL;
1147     sint16 x, y;
1148 elmex 1.1
1149 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1150     {
1151     LOG (llevError, "Trying to insert freed object!\n");
1152     return NULL;
1153     }
1154 root 1.25
1155 root 1.96 if (!m)
1156 root 1.24 {
1157 root 1.53 char *dump = dump_object (op);
1158     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159     free (dump);
1160 root 1.24 return op;
1161 elmex 1.1 }
1162 root 1.25
1163 root 1.24 if (out_of_map (m, op->x, op->y))
1164     {
1165 root 1.53 char *dump = dump_object (op);
1166     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1167 elmex 1.1 #ifdef MANY_CORES
1168 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1169     * is likely to cause a crash. Better to find out where it is getting
1170     * improperly inserted.
1171     */
1172     abort ();
1173 elmex 1.1 #endif
1174 root 1.53 free (dump);
1175 root 1.24 return op;
1176 elmex 1.1 }
1177 root 1.25
1178 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179     {
1180 root 1.53 char *dump = dump_object (op);
1181     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182     free (dump);
1183 root 1.24 return op;
1184     }
1185 root 1.25
1186 root 1.82 if (op->more)
1187 root 1.24 {
1188     /* The part may be on a different map. */
1189    
1190 root 1.26 object *more = op->more;
1191 root 1.24
1192     /* We really need the caller to normalize coordinates - if
1193     * we set the map, that doesn't work if the location is within
1194     * a map and this is straddling an edge. So only if coordinate
1195     * is clear wrong do we normalize it.
1196     */
1197     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 root 1.24 else if (!more->map)
1200     {
1201     /* For backwards compatibility - when not dealing with tiled maps,
1202     * more->map should always point to the parent.
1203     */
1204     more->map = m;
1205     }
1206    
1207     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208     {
1209     if (!op->head)
1210     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 root 1.26
1212 root 1.82 return 0;
1213 root 1.8 }
1214 root 1.24 }
1215 root 1.25
1216 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1217 root 1.8
1218 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1219     * of areas of callers (eg, anything that uses find_free_spot would now
1220     * need extra work
1221     */
1222     op->map = get_map_from_coord (m, &op->x, &op->y);
1223     x = op->x;
1224     y = op->y;
1225    
1226     /* this has to be done after we translate the coordinates.
1227     */
1228     if (op->nrof && !(flag & INS_NO_MERGE))
1229 root 1.96 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1230 root 1.66 if (object::can_merge (op, tmp))
1231 root 1.25 {
1232     op->nrof += tmp->nrof;
1233 root 1.64 tmp->destroy ();
1234 root 1.25 }
1235 root 1.24
1236     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1237     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1238 root 1.25
1239 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1240     CLEAR_FLAG (op, FLAG_NO_STEAL);
1241    
1242     if (flag & INS_BELOW_ORIGINATOR)
1243     {
1244     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1245     {
1246     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1247     abort ();
1248     }
1249 root 1.25
1250 root 1.24 op->above = originator;
1251     op->below = originator->below;
1252 root 1.25
1253 root 1.24 if (op->below)
1254     op->below->above = op;
1255     else
1256 root 1.84 op->ms ().bot = op;
1257 root 1.25
1258 root 1.24 /* since *below* originator, no need to update top */
1259     originator->below = op;
1260 elmex 1.1 }
1261 root 1.24 else
1262     {
1263     /* If there are other objects, then */
1264     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1265     {
1266 root 1.96 object *last = 0;
1267 root 1.24
1268     /*
1269     * If there are multiple objects on this space, we do some trickier handling.
1270     * We've already dealt with merging if appropriate.
1271     * Generally, we want to put the new object on top. But if
1272     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1273     * floor, we want to insert above that and no further.
1274     * Also, if there are spell objects on this space, we stop processing
1275     * once we get to them. This reduces the need to traverse over all of
1276     * them when adding another one - this saves quite a bit of cpu time
1277     * when lots of spells are cast in one area. Currently, it is presumed
1278     * that flying non pickable objects are spell objects.
1279     */
1280 root 1.96 while (top)
1281 root 1.24 {
1282     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283     floor = top;
1284 root 1.26
1285 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))
1286     {
1287     /* We insert above top, so we want this object below this */
1288     top = top->below;
1289     break;
1290     }
1291 root 1.26
1292 root 1.24 last = top;
1293     top = top->above;
1294     }
1295 root 1.26
1296 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1297     top = last;
1298 root 1.8
1299 root 1.24 /* We let update_position deal with figuring out what the space
1300     * looks like instead of lots of conditions here.
1301     * makes things faster, and effectively the same result.
1302     */
1303    
1304     /* Have object 'fall below' other objects that block view.
1305     * Unless those objects are exits, type 66
1306     * If INS_ON_TOP is used, don't do this processing
1307     * Need to find the object that in fact blocks view, otherwise
1308     * stacking is a bit odd.
1309     */
1310     if (!(flag & INS_ON_TOP) &&
1311 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1312 root 1.24 {
1313     for (last = top; last != floor; last = last->below)
1314     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315     break;
1316     /* Check to see if we found the object that blocks view,
1317     * and make sure we have a below pointer for it so that
1318     * we can get inserted below this one, which requires we
1319     * set top to the object below us.
1320     */
1321     if (last && last->below && last != floor)
1322     top = last->below;
1323 root 1.8 }
1324 root 1.24 } /* If objects on this space */
1325 root 1.25
1326 root 1.24 if (flag & INS_MAP_LOAD)
1327     top = GET_MAP_TOP (op->map, op->x, op->y);
1328 root 1.25
1329 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1330     top = floor;
1331    
1332     /* Top is the object that our object (op) is going to get inserted above.
1333     */
1334    
1335     /* First object on this space */
1336     if (!top)
1337     {
1338     op->above = GET_MAP_OB (op->map, op->x, op->y);
1339 root 1.25
1340 root 1.24 if (op->above)
1341     op->above->below = op;
1342 root 1.25
1343 root 1.96 op->below = 0;
1344 root 1.84 op->ms ().bot = op;
1345 root 1.24 }
1346     else
1347     { /* get inserted into the stack above top */
1348     op->above = top->above;
1349 root 1.25
1350 root 1.24 if (op->above)
1351     op->above->below = op;
1352 root 1.25
1353 root 1.24 op->below = top;
1354     top->above = op;
1355     }
1356 root 1.25
1357 root 1.96 if (!op->above)
1358 root 1.76 op->ms ().top = op;
1359 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1360 root 1.8
1361 root 1.24 if (op->type == PLAYER)
1362 root 1.96 {
1363     op->contr->do_los = 1;
1364     ++op->map->players;
1365     op->map->last_access = runtime;
1366     }
1367 root 1.24
1368     /* If we have a floor, we know the player, if any, will be above
1369     * it, so save a few ticks and start from there.
1370     */
1371     if (!(flag & INS_MAP_LOAD))
1372 root 1.76 if (object *pl = op->ms ().player ())
1373 root 1.82 if (pl->contr->ns)
1374     pl->contr->ns->floorbox_update ();
1375 root 1.24
1376     /* If this object glows, it may affect lighting conditions that are
1377     * visible to others on this map. But update_all_los is really
1378     * an inefficient way to do this, as it means los for all players
1379     * on the map will get recalculated. The players could very well
1380     * be far away from this change and not affected in any way -
1381     * this should get redone to only look for players within range,
1382     * or just updating the P_NEED_UPDATE for spaces within this area
1383     * of effect may be sufficient.
1384     */
1385 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1386 root 1.24 update_all_los (op->map, op->x, op->y);
1387    
1388     /* updates flags (blocked, alive, no magic, etc) for this map space */
1389     update_object (op, UP_OBJ_INSERT);
1390    
1391 root 1.82 INVOKE_OBJECT (INSERT, op);
1392    
1393 root 1.24 /* Don't know if moving this to the end will break anything. However,
1394 root 1.70 * we want to have floorbox_update called before calling this.
1395 root 1.24 *
1396     * check_move_on() must be after this because code called from
1397     * check_move_on() depends on correct map flags (so functions like
1398     * blocked() and wall() work properly), and these flags are updated by
1399     * update_object().
1400     */
1401    
1402     /* if this is not the head or flag has been passed, don't check walk on status */
1403     if (!(flag & INS_NO_WALK_ON) && !op->head)
1404     {
1405     if (check_move_on (op, originator))
1406 root 1.82 return 0;
1407 elmex 1.1
1408 root 1.24 /* If we are a multi part object, lets work our way through the check
1409     * walk on's.
1410     */
1411     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1412     if (check_move_on (tmp, originator))
1413 root 1.82 return 0;
1414 elmex 1.1 }
1415 root 1.25
1416 root 1.24 return op;
1417 elmex 1.1 }
1418    
1419     /* this function inserts an object in the map, but if it
1420 root 1.75 * finds an object of its own type, it'll remove that one first.
1421     * op is the object to insert it under: supplies x and the map.
1422 elmex 1.1 */
1423 root 1.24 void
1424     replace_insert_ob_in_map (const char *arch_string, object *op)
1425     {
1426 root 1.75 object *tmp, *tmp1;
1427 elmex 1.1
1428 root 1.24 /* first search for itself and remove any old instances */
1429 elmex 1.1
1430 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1431 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432     tmp->destroy ();
1433 elmex 1.1
1434 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1435 elmex 1.1
1436 root 1.24 tmp1->x = op->x;
1437     tmp1->y = op->y;
1438     insert_ob_in_map (tmp1, op->map, op, 0);
1439     }
1440 elmex 1.1
1441 root 1.93 object *
1442     object::insert_at (object *where, object *originator, int flags)
1443     {
1444     where->map->insert (this, where->x, where->y, originator, flags);
1445     }
1446    
1447 elmex 1.1 /*
1448     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449     * is returned contains nr objects, and the remaining parts contains
1450     * the rest (or is removed and freed if that number is 0).
1451     * On failure, NULL is returned, and the reason put into the
1452     * global static errmsg array.
1453     */
1454 root 1.24 object *
1455     get_split_ob (object *orig_ob, uint32 nr)
1456     {
1457 root 1.64 object *newob;
1458     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459 root 1.24
1460     if (orig_ob->nrof < nr)
1461     {
1462     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463     return NULL;
1464     }
1465 root 1.29
1466 root 1.24 newob = object_create_clone (orig_ob);
1467 root 1.29
1468 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1469 root 1.63 orig_ob->destroy (1);
1470 root 1.24 else if (!is_removed)
1471     {
1472     if (orig_ob->env != NULL)
1473     sub_weight (orig_ob->env, orig_ob->weight * nr);
1474     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475     {
1476     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478     return NULL;
1479 root 1.8 }
1480 elmex 1.1 }
1481 root 1.29
1482 root 1.24 newob->nrof = nr;
1483 elmex 1.1
1484 root 1.24 return newob;
1485 elmex 1.1 }
1486    
1487     /*
1488     * decrease_ob_nr(object, number) decreases a specified number from
1489     * the amount of an object. If the amount reaches 0, the object
1490     * is subsequently removed and freed.
1491     *
1492     * Return value: 'op' if something is left, NULL if the amount reached 0
1493     */
1494    
1495 root 1.24 object *
1496     decrease_ob_nr (object *op, uint32 i)
1497 elmex 1.1 {
1498 root 1.29 object *tmp;
1499 elmex 1.1
1500 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1501     return op;
1502    
1503     if (i > op->nrof)
1504     i = op->nrof;
1505    
1506     if (QUERY_FLAG (op, FLAG_REMOVED))
1507 root 1.29 op->nrof -= i;
1508 root 1.73 else if (op->env)
1509 root 1.24 {
1510     /* is this object in the players inventory, or sub container
1511     * therein?
1512     */
1513 root 1.74 tmp = op->in_player ();
1514 root 1.24 /* nope. Is this a container the player has opened?
1515     * If so, set tmp to that player.
1516     * IMO, searching through all the players will mostly
1517     * likely be quicker than following op->env to the map,
1518     * and then searching the map for a player.
1519     */
1520     if (!tmp)
1521 root 1.81 for_all_players (pl)
1522     if (pl->ob->container == op->env)
1523     {
1524     tmp = pl->ob;
1525     break;
1526     }
1527 elmex 1.1
1528 root 1.24 if (i < op->nrof)
1529     {
1530     sub_weight (op->env, op->weight * i);
1531     op->nrof -= i;
1532     if (tmp)
1533 root 1.73 esrv_send_item (tmp, op);
1534 root 1.24 }
1535     else
1536     {
1537 root 1.63 op->remove ();
1538 root 1.24 op->nrof = 0;
1539     if (tmp)
1540 root 1.73 esrv_del_item (tmp->contr, op->count);
1541 elmex 1.1 }
1542     }
1543 root 1.24 else
1544 elmex 1.1 {
1545 root 1.29 object *above = op->above;
1546 elmex 1.1
1547 root 1.24 if (i < op->nrof)
1548 root 1.29 op->nrof -= i;
1549 root 1.24 else
1550     {
1551 root 1.63 op->remove ();
1552 root 1.24 op->nrof = 0;
1553     }
1554 root 1.29
1555 root 1.24 /* Since we just removed op, op->above is null */
1556 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1557 root 1.24 if (tmp->type == PLAYER)
1558     {
1559     if (op->nrof)
1560     esrv_send_item (tmp, op);
1561     else
1562     esrv_del_item (tmp->contr, op->count);
1563     }
1564 elmex 1.1 }
1565    
1566 root 1.24 if (op->nrof)
1567 root 1.29 return op;
1568 root 1.24 else
1569     {
1570 root 1.64 op->destroy ();
1571 root 1.73 return 0;
1572 elmex 1.1 }
1573     }
1574    
1575     /*
1576     * add_weight(object, weight) adds the specified weight to an object,
1577     * and also updates how much the environment(s) is/are carrying.
1578     */
1579    
1580 root 1.24 void
1581     add_weight (object *op, signed long weight)
1582     {
1583     while (op != NULL)
1584     {
1585     if (op->type == CONTAINER)
1586 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587    
1588 root 1.24 op->carrying += weight;
1589     op = op->env;
1590     }
1591 elmex 1.1 }
1592    
1593 root 1.24 object *
1594     insert_ob_in_ob (object *op, object *where)
1595     {
1596 root 1.59 if (!where)
1597 root 1.24 {
1598 root 1.53 char *dump = dump_object (op);
1599     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600     free (dump);
1601 root 1.24 return op;
1602     }
1603 root 1.29
1604 root 1.24 if (where->head)
1605     {
1606 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 root 1.24 where = where->head;
1608     }
1609 root 1.29
1610 root 1.59 return where->insert (op);
1611     }
1612    
1613     /*
1614     * env->insert (op)
1615     * This function inserts the object op in the linked list
1616     * inside the object environment.
1617     *
1618     * The function returns now pointer to inserted item, and return value can
1619     * be != op, if items are merged. -Tero
1620     */
1621    
1622     object *
1623     object::insert (object *op)
1624     {
1625     object *tmp, *otmp;
1626    
1627     if (!QUERY_FLAG (op, FLAG_REMOVED))
1628     op->remove ();
1629    
1630 root 1.24 if (op->more)
1631     {
1632     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633     return op;
1634     }
1635 root 1.29
1636 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1637     CLEAR_FLAG (op, FLAG_REMOVED);
1638     if (op->nrof)
1639     {
1640 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1641 root 1.66 if (object::can_merge (tmp, op))
1642 root 1.24 {
1643     /* return the original object and remove inserted object
1644     (client needs the original object) */
1645     tmp->nrof += op->nrof;
1646     /* Weight handling gets pretty funky. Since we are adding to
1647     * tmp->nrof, we need to increase the weight.
1648     */
1649 root 1.59 add_weight (this, op->weight * op->nrof);
1650 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1651 root 1.59 op->destroy (); /* free the inserted object */
1652 root 1.24 op = tmp;
1653 root 1.59 op->remove (); /* and fix old object's links */
1654 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1655     break;
1656     }
1657    
1658     /* I assume combined objects have no inventory
1659     * We add the weight - this object could have just been removed
1660     * (if it was possible to merge). calling remove_ob will subtract
1661     * the weight, so we need to add it in again, since we actually do
1662     * the linking below
1663     */
1664 root 1.59 add_weight (this, op->weight * op->nrof);
1665 root 1.24 }
1666     else
1667 root 1.59 add_weight (this, (op->weight + op->carrying));
1668 elmex 1.1
1669 root 1.74 otmp = this->in_player ();
1670 root 1.59 if (otmp && otmp->contr)
1671     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 root 1.78 otmp->update_stats ();
1673 elmex 1.1
1674 root 1.74 op->map = 0;
1675 root 1.59 op->env = this;
1676 root 1.74 op->above = 0;
1677     op->below = 0;
1678 root 1.24 op->x = 0, op->y = 0;
1679 elmex 1.1
1680     /* reset the light list and los of the players on the map */
1681 root 1.59 if ((op->glow_radius != 0) && map)
1682 root 1.24 {
1683 elmex 1.1 #ifdef DEBUG_LIGHTS
1684 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685     #endif /* DEBUG_LIGHTS */
1686 root 1.84 if (map->darkness)
1687 root 1.59 update_all_los (map, x, y);
1688 root 1.24 }
1689 elmex 1.1
1690     /* Client has no idea of ordering so lets not bother ordering it here.
1691     * It sure simplifies this function...
1692     */
1693 root 1.59 if (!inv)
1694     inv = op;
1695 root 1.24 else
1696     {
1697 root 1.59 op->below = inv;
1698 elmex 1.1 op->below->above = op;
1699 root 1.59 inv = op;
1700 root 1.24 }
1701 root 1.59
1702 root 1.82 INVOKE_OBJECT (INSERT, this);
1703    
1704 elmex 1.1 return op;
1705     }
1706    
1707     /*
1708     * Checks if any objects has a move_type that matches objects
1709     * that effect this object on this space. Call apply() to process
1710     * these events.
1711     *
1712     * Any speed-modification due to SLOW_MOVE() of other present objects
1713     * will affect the speed_left of the object.
1714     *
1715     * originator: Player, monster or other object that caused 'op' to be inserted
1716     * into 'map'. May be NULL.
1717     *
1718     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1719     *
1720     * 4-21-95 added code to check if appropriate skill was readied - this will
1721     * permit faster movement by the player through this terrain. -b.t.
1722     *
1723     * MSW 2001-07-08: Check all objects on space, not just those below
1724     * object being inserted. insert_ob_in_map may not put new objects
1725     * on top.
1726     */
1727 root 1.24 int
1728     check_move_on (object *op, object *originator)
1729 elmex 1.1 {
1730 root 1.48 object *tmp;
1731 root 1.49 maptile *m = op->map;
1732 root 1.48 int x = op->x, y = op->y;
1733 root 1.26
1734 root 1.48 MoveType move_on, move_slow, move_block;
1735 root 1.24
1736     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1737     return 0;
1738    
1739     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1740     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1741     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1742    
1743     /* if nothing on this space will slow op down or be applied,
1744     * no need to do checking below. have to make sure move_type
1745     * is set, as lots of objects don't have it set - we treat that
1746     * as walking.
1747     */
1748     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1749     return 0;
1750 elmex 1.1
1751 root 1.24 /* This is basically inverse logic of that below - basically,
1752     * if the object can avoid the move on or slow move, they do so,
1753     * but can't do it if the alternate movement they are using is
1754     * blocked. Logic on this seems confusing, but does seem correct.
1755     */
1756     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1757     return 0;
1758    
1759     /* The objects have to be checked from top to bottom.
1760     * Hence, we first go to the top:
1761     */
1762    
1763 root 1.84 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1764 root 1.24 {
1765     /* Trim the search when we find the first other spell effect
1766     * this helps performance so that if a space has 50 spell objects,
1767     * we don't need to check all of them.
1768     */
1769     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770     break;
1771     }
1772 root 1.26
1773     for (; tmp; tmp = tmp->below)
1774 root 1.24 {
1775     if (tmp == op)
1776     continue; /* Can't apply yourself */
1777 elmex 1.1
1778 root 1.24 /* Check to see if one of the movement types should be slowed down.
1779     * Second check makes sure that the movement types not being slowed
1780     * (~slow_move) is not blocked on this space - just because the
1781     * space doesn't slow down swimming (for example), if you can't actually
1782     * swim on that space, can't use it to avoid the penalty.
1783     */
1784     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785     {
1786     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788     {
1789 elmex 1.1
1790 root 1.29 float
1791     diff = tmp->move_slow_penalty * FABS (op->speed);
1792 elmex 1.1
1793 root 1.24 if (op->type == PLAYER)
1794 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796     diff /= 4.0;
1797    
1798 root 1.24 op->speed_left -= diff;
1799 root 1.8 }
1800     }
1801 elmex 1.1
1802 root 1.24 /* Basically same logic as above, except now for actual apply. */
1803     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1804     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1805     {
1806 elmex 1.72 move_apply (tmp, op, originator);
1807 root 1.24
1808 root 1.48 if (op->destroyed ())
1809 root 1.24 return 1;
1810    
1811     /* what the person/creature stepped onto has moved the object
1812     * someplace new. Don't process any further - if we did,
1813     * have a feeling strange problems would result.
1814     */
1815     if (op->map != m || op->x != x || op->y != y)
1816     return 0;
1817 root 1.8 }
1818 elmex 1.1 }
1819 root 1.26
1820 root 1.24 return 0;
1821 elmex 1.1 }
1822    
1823     /*
1824     * present_arch(arch, map, x, y) searches for any objects with
1825     * a matching archetype at the given map and coordinates.
1826     * The first matching object is returned, or NULL if none.
1827     */
1828 root 1.24 object *
1829 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1830 root 1.24 {
1831     if (m == NULL || out_of_map (m, x, y))
1832     {
1833     LOG (llevError, "Present_arch called outside map.\n");
1834     return NULL;
1835     }
1836 root 1.84
1837     for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1838 root 1.24 if (tmp->arch == at)
1839 elmex 1.1 return tmp;
1840 root 1.84
1841 elmex 1.1 return NULL;
1842     }
1843    
1844     /*
1845     * present(type, map, x, y) searches for any objects with
1846     * a matching type variable at the given map and coordinates.
1847     * The first matching object is returned, or NULL if none.
1848     */
1849 root 1.24 object *
1850 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1851 root 1.24 {
1852     if (out_of_map (m, x, y))
1853     {
1854     LOG (llevError, "Present called outside map.\n");
1855     return NULL;
1856     }
1857 root 1.84
1858     for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1859 root 1.24 if (tmp->type == type)
1860 elmex 1.1 return tmp;
1861 root 1.84
1862 elmex 1.1 return NULL;
1863     }
1864    
1865     /*
1866     * present_in_ob(type, object) searches for any objects with
1867     * a matching type variable in the inventory of the given object.
1868     * The first matching object is returned, or NULL if none.
1869     */
1870 root 1.24 object *
1871     present_in_ob (unsigned char type, const object *op)
1872     {
1873 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1874 root 1.24 if (tmp->type == type)
1875 elmex 1.1 return tmp;
1876 root 1.84
1877 elmex 1.1 return NULL;
1878     }
1879    
1880     /*
1881     * present_in_ob (type, str, object) searches for any objects with
1882     * a matching type & name variable in the inventory of the given object.
1883     * The first matching object is returned, or NULL if none.
1884     * This is mostly used by spell effect code, so that we only
1885     * have one spell effect at a time.
1886     * type can be used to narrow the search - if type is set,
1887     * the type must also match. -1 can be passed for the type,
1888     * in which case the type does not need to pass.
1889     * str is the string to match against. Note that we match against
1890     * the object name, not the archetype name. this is so that the
1891     * spell code can use one object type (force), but change it's name
1892     * to be unique.
1893     */
1894 root 1.24 object *
1895     present_in_ob_by_name (int type, const char *str, const object *op)
1896     {
1897 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1899     return tmp;
1900 elmex 1.1
1901 root 1.82 return 0;
1902 elmex 1.1 }
1903    
1904     /*
1905     * present_arch_in_ob(archetype, object) searches for any objects with
1906     * a matching archetype in the inventory of the given object.
1907     * The first matching object is returned, or NULL if none.
1908     */
1909 root 1.24 object *
1910     present_arch_in_ob (const archetype *at, const object *op)
1911     {
1912 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 root 1.24 if (tmp->arch == at)
1914 elmex 1.1 return tmp;
1915 root 1.82
1916 elmex 1.1 return NULL;
1917     }
1918    
1919     /*
1920     * activate recursively a flag on an object inventory
1921     */
1922 root 1.24 void
1923     flag_inv (object *op, int flag)
1924     {
1925     if (op->inv)
1926 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 root 1.24 {
1928     SET_FLAG (tmp, flag);
1929     flag_inv (tmp, flag);
1930 elmex 1.1 }
1931 root 1.82 }
1932    
1933     /*
1934     * deactivate recursively a flag on an object inventory
1935     */
1936 root 1.24 void
1937     unflag_inv (object *op, int flag)
1938     {
1939     if (op->inv)
1940 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 root 1.24 {
1942     CLEAR_FLAG (tmp, flag);
1943     unflag_inv (tmp, flag);
1944 elmex 1.1 }
1945     }
1946    
1947     /*
1948     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949     * all it's inventory (recursively).
1950     * If checksums are used, a player will get set_cheat called for
1951     * him/her-self and all object carried by a call to this function.
1952     */
1953 root 1.24 void
1954     set_cheat (object *op)
1955     {
1956     SET_FLAG (op, FLAG_WAS_WIZ);
1957     flag_inv (op, FLAG_WAS_WIZ);
1958 elmex 1.1 }
1959    
1960     /*
1961     * find_free_spot(object, map, x, y, start, stop) will search for
1962     * a spot at the given map and coordinates which will be able to contain
1963     * the given object. start and stop specifies how many squares
1964     * to search (see the freearr_x/y[] definition).
1965     * It returns a random choice among the alternatives found.
1966     * start and stop are where to start relative to the free_arr array (1,9
1967     * does all 4 immediate directions). This returns the index into the
1968     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969     * Note - this only checks to see if there is space for the head of the
1970     * object - if it is a multispace object, this should be called for all
1971     * pieces.
1972     * Note2: This function does correctly handle tiled maps, but does not
1973     * inform the caller. However, insert_ob_in_map will update as
1974     * necessary, so the caller shouldn't need to do any special work.
1975     * Note - updated to take an object instead of archetype - this is necessary
1976     * because arch_blocked (now ob_blocked) needs to know the movement type
1977     * to know if the space in question will block the object. We can't use
1978     * the archetype because that isn't correct if the monster has been
1979     * customized, changed states, etc.
1980     */
1981 root 1.24 int
1982 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983 root 1.24 {
1984 root 1.82 int index = 0, flag;
1985     int altern[SIZEOFFREE];
1986 root 1.24
1987 root 1.82 for (int i = start; i < stop; i++)
1988 root 1.24 {
1989     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990     if (!flag)
1991 root 1.82 altern [index++] = i;
1992 root 1.24
1993     /* Basically, if we find a wall on a space, we cut down the search size.
1994     * In this way, we won't return spaces that are on another side of a wall.
1995     * This mostly work, but it cuts down the search size in all directions -
1996     * if the space being examined only has a wall to the north and empty
1997     * spaces in all the other directions, this will reduce the search space
1998     * to only the spaces immediately surrounding the target area, and
1999     * won't look 2 spaces south of the target space.
2000     */
2001 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 root 1.24 stop = maxfree[i];
2003 elmex 1.1 }
2004 root 1.74
2005 root 1.24 if (!index)
2006     return -1;
2007 root 1.74
2008 root 1.24 return altern[RANDOM () % index];
2009 elmex 1.1 }
2010    
2011     /*
2012 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2013 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2014     * But it will return the first available spot, not a random choice.
2015     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2016     */
2017 root 1.24 int
2018 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019 root 1.24 {
2020 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2021     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2022     return i;
2023 root 1.24
2024     return -1;
2025 elmex 1.1 }
2026    
2027     /*
2028     * The function permute(arr, begin, end) randomly reorders the array
2029     * arr[begin..end-1].
2030 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2031 elmex 1.1 */
2032 root 1.24 static void
2033     permute (int *arr, int begin, int end)
2034 elmex 1.1 {
2035 root 1.82 arr += begin;
2036     end -= begin;
2037    
2038     while (--end)
2039     swap (arr [end], arr [RANDOM () % (end + 1)]);
2040 elmex 1.1 }
2041    
2042     /* new function to make monster searching more efficient, and effective!
2043     * This basically returns a randomized array (in the passed pointer) of
2044     * the spaces to find monsters. In this way, it won't always look for
2045     * monsters to the north first. However, the size of the array passed
2046     * covers all the spaces, so within that size, all the spaces within
2047     * the 3x3 area will be searched, just not in a predictable order.
2048     */
2049 root 1.24 void
2050     get_search_arr (int *search_arr)
2051 elmex 1.1 {
2052 root 1.82 int i;
2053 elmex 1.1
2054 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2055 root 1.82 search_arr[i] = i;
2056 elmex 1.1
2057 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2058     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2059     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2060 elmex 1.1 }
2061    
2062     /*
2063     * find_dir(map, x, y, exclude) will search some close squares in the
2064     * given map at the given coordinates for live objects.
2065     * It will not considered the object given as exclude among possible
2066     * live objects.
2067     * It returns the direction toward the first/closest live object if finds
2068     * any, otherwise 0.
2069     * Perhaps incorrectly, but I'm making the assumption that exclude
2070     * is actually want is going to try and move there. We need this info
2071     * because we have to know what movement the thing looking to move
2072     * there is capable of.
2073     */
2074 root 1.24 int
2075 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2076 root 1.24 {
2077 root 1.82 int i, max = SIZEOFFREE, mflags;
2078 root 1.29
2079     sint16 nx, ny;
2080 root 1.82 object *tmp;
2081     maptile *mp;
2082 root 1.29
2083     MoveType blocked, move_type;
2084 root 1.24
2085     if (exclude && exclude->head)
2086     {
2087     exclude = exclude->head;
2088     move_type = exclude->move_type;
2089     }
2090     else
2091     {
2092     /* If we don't have anything, presume it can use all movement types. */
2093     move_type = MOVE_ALL;
2094     }
2095    
2096     for (i = 1; i < max; i++)
2097     {
2098     mp = m;
2099     nx = x + freearr_x[i];
2100     ny = y + freearr_y[i];
2101    
2102     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103 root 1.75
2104 root 1.24 if (mflags & P_OUT_OF_MAP)
2105 root 1.75 max = maxfree[i];
2106 root 1.24 else
2107     {
2108 root 1.82 mapspace &ms = mp->at (nx, ny);
2109    
2110     blocked = ms.move_block;
2111 root 1.24
2112     if ((move_type & blocked) == move_type)
2113 root 1.75 max = maxfree[i];
2114 root 1.24 else if (mflags & P_IS_ALIVE)
2115     {
2116 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2119 root 1.75 break;
2120    
2121 root 1.24 if (tmp)
2122 root 1.75 return freedir[i];
2123 root 1.8 }
2124     }
2125 elmex 1.1 }
2126 root 1.75
2127 root 1.24 return 0;
2128 elmex 1.1 }
2129    
2130     /*
2131     * distance(object 1, object 2) will return the square of the
2132     * distance between the two given objects.
2133     */
2134 root 1.24 int
2135     distance (const object *ob1, const object *ob2)
2136     {
2137 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 elmex 1.1 }
2139    
2140     /*
2141     * find_dir_2(delta-x,delta-y) will return a direction in which
2142     * an object which has subtracted the x and y coordinates of another
2143     * object, needs to travel toward it.
2144     */
2145 root 1.24 int
2146     find_dir_2 (int x, int y)
2147     {
2148 root 1.75 int q;
2149 elmex 1.1
2150 root 1.24 if (y)
2151     q = x * 100 / y;
2152 elmex 1.1 else if (x)
2153 root 1.24 q = -300 * x;
2154 elmex 1.1 else
2155     return 0;
2156    
2157 root 1.24 if (y > 0)
2158     {
2159     if (q < -242)
2160     return 3;
2161     if (q < -41)
2162     return 2;
2163     if (q < 41)
2164     return 1;
2165     if (q < 242)
2166     return 8;
2167     return 7;
2168     }
2169 elmex 1.1
2170     if (q < -242)
2171 root 1.24 return 7;
2172 elmex 1.1 if (q < -41)
2173 root 1.24 return 6;
2174 elmex 1.1 if (q < 41)
2175 root 1.24 return 5;
2176 elmex 1.1 if (q < 242)
2177 root 1.24 return 4;
2178 elmex 1.1
2179 root 1.24 return 3;
2180 elmex 1.1 }
2181    
2182     /*
2183     * absdir(int): Returns a number between 1 and 8, which represent
2184     * the "absolute" direction of a number (it actually takes care of
2185     * "overflow" in previous calculations of a direction).
2186     */
2187    
2188 root 1.24 int
2189     absdir (int d)
2190     {
2191     while (d < 1)
2192     d += 8;
2193 root 1.82
2194 root 1.24 while (d > 8)
2195     d -= 8;
2196 root 1.82
2197 elmex 1.1 return d;
2198     }
2199    
2200     /*
2201     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202     * between two directions (which are expected to be absolute (see absdir())
2203     */
2204    
2205 root 1.24 int
2206     dirdiff (int dir1, int dir2)
2207     {
2208 root 1.82 int d;
2209 root 1.24
2210     d = abs (dir1 - dir2);
2211     if (d > 4)
2212 elmex 1.1 d = 8 - d;
2213 root 1.82
2214 elmex 1.1 return d;
2215     }
2216    
2217     /* peterm:
2218     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219     * Basically, this is a table of directions, and what directions
2220     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2221     * This basically means that if direction is 15, then it could either go
2222     * direction 4, 14, or 16 to get back to where we are.
2223     * Moved from spell_util.c to object.c with the other related direction
2224     * functions.
2225     */
2226 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2227 root 1.24 {0, 0, 0}, /* 0 */
2228     {0, 0, 0}, /* 1 */
2229     {0, 0, 0}, /* 2 */
2230     {0, 0, 0}, /* 3 */
2231     {0, 0, 0}, /* 4 */
2232     {0, 0, 0}, /* 5 */
2233     {0, 0, 0}, /* 6 */
2234     {0, 0, 0}, /* 7 */
2235     {0, 0, 0}, /* 8 */
2236     {8, 1, 2}, /* 9 */
2237     {1, 2, -1}, /* 10 */
2238     {2, 10, 12}, /* 11 */
2239     {2, 3, -1}, /* 12 */
2240     {2, 3, 4}, /* 13 */
2241     {3, 4, -1}, /* 14 */
2242     {4, 14, 16}, /* 15 */
2243     {5, 4, -1}, /* 16 */
2244     {4, 5, 6}, /* 17 */
2245     {6, 5, -1}, /* 18 */
2246     {6, 20, 18}, /* 19 */
2247     {7, 6, -1}, /* 20 */
2248     {6, 7, 8}, /* 21 */
2249     {7, 8, -1}, /* 22 */
2250     {8, 22, 24}, /* 23 */
2251     {8, 1, -1}, /* 24 */
2252     {24, 9, 10}, /* 25 */
2253     {9, 10, -1}, /* 26 */
2254     {10, 11, -1}, /* 27 */
2255     {27, 11, 29}, /* 28 */
2256     {11, 12, -1}, /* 29 */
2257     {12, 13, -1}, /* 30 */
2258     {12, 13, 14}, /* 31 */
2259     {13, 14, -1}, /* 32 */
2260     {14, 15, -1}, /* 33 */
2261     {33, 15, 35}, /* 34 */
2262     {16, 15, -1}, /* 35 */
2263     {17, 16, -1}, /* 36 */
2264     {18, 17, 16}, /* 37 */
2265     {18, 17, -1}, /* 38 */
2266     {18, 19, -1}, /* 39 */
2267     {41, 19, 39}, /* 40 */
2268     {19, 20, -1}, /* 41 */
2269     {20, 21, -1}, /* 42 */
2270     {20, 21, 22}, /* 43 */
2271     {21, 22, -1}, /* 44 */
2272     {23, 22, -1}, /* 45 */
2273     {45, 47, 23}, /* 46 */
2274     {23, 24, -1}, /* 47 */
2275     {24, 9, -1}
2276     }; /* 48 */
2277 elmex 1.1
2278     /* Recursive routine to step back and see if we can
2279     * find a path to that monster that we found. If not,
2280     * we don't bother going toward it. Returns 1 if we
2281     * can see a direct way to get it
2282     * Modified to be map tile aware -.MSW
2283     */
2284 root 1.24 int
2285 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2286 root 1.24 {
2287 root 1.29 sint16 dx, dy;
2288 root 1.75 int mflags;
2289 root 1.24
2290     if (dir < 0)
2291     return 0; /* exit condition: invalid direction */
2292    
2293     dx = x + freearr_x[dir];
2294     dy = y + freearr_y[dir];
2295    
2296     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2297    
2298     /* This functional arguably was incorrect before - it was
2299     * checking for P_WALL - that was basically seeing if
2300     * we could move to the monster - this is being more
2301     * literal on if we can see it. To know if we can actually
2302     * move to the monster, we'd need the monster passed in or
2303     * at least its move type.
2304     */
2305     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306     return 0;
2307    
2308     /* yes, can see. */
2309     if (dir < 9)
2310     return 1;
2311 root 1.75
2312     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2313     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2315 root 1.24 }
2316    
2317 elmex 1.1 /*
2318     * can_pick(picker, item): finds out if an object is possible to be
2319     * picked up by the picker. Returnes 1 if it can be
2320     * picked up, otherwise 0.
2321     *
2322     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323     * core dumps if they do.
2324     *
2325     * Add a check so we can't pick up invisible objects (0.93.8)
2326     */
2327    
2328 root 1.24 int
2329     can_pick (const object *who, const object *item)
2330     {
2331     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2333     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2334 elmex 1.1 }
2335    
2336     /*
2337     * create clone from object to another
2338     */
2339 root 1.24 object *
2340     object_create_clone (object *asrc)
2341     {
2342 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2343 elmex 1.1
2344 root 1.24 if (!asrc)
2345 root 1.62 return 0;
2346    
2347 root 1.24 src = asrc;
2348     if (src->head)
2349     src = src->head;
2350    
2351 root 1.62 prev = 0;
2352 root 1.24 for (part = src; part; part = part->more)
2353     {
2354 root 1.65 tmp = part->clone ();
2355 root 1.24 tmp->x -= src->x;
2356     tmp->y -= src->y;
2357 root 1.62
2358 root 1.24 if (!part->head)
2359     {
2360     dst = tmp;
2361 root 1.62 tmp->head = 0;
2362 root 1.24 }
2363     else
2364 root 1.75 tmp->head = dst;
2365 root 1.62
2366     tmp->more = 0;
2367    
2368 root 1.24 if (prev)
2369     prev->more = tmp;
2370 root 1.62
2371 root 1.24 prev = tmp;
2372 elmex 1.1 }
2373 root 1.24
2374     for (item = src->inv; item; item = item->below)
2375 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2376 elmex 1.1
2377 root 1.24 return dst;
2378 elmex 1.1 }
2379    
2380     /* GROS - Creates an object using a string representing its content. */
2381     /* Basically, we save the content of the string to a temp file, then call */
2382     /* load_object on it. I admit it is a highly inefficient way to make things, */
2383     /* but it was simple to make and allows reusing the load_object function. */
2384     /* Remember not to use load_object_str in a time-critical situation. */
2385     /* Also remember that multiparts objects are not supported for now. */
2386 root 1.24 object *
2387     load_object_str (const char *obstr)
2388 elmex 1.1 {
2389 root 1.48 object *op;
2390     char filename[MAX_BUF];
2391 root 1.9
2392 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393    
2394 root 1.48 FILE *tempfile = fopen (filename, "w");
2395 root 1.24
2396     if (tempfile == NULL)
2397 elmex 1.1 {
2398 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2399     return NULL;
2400 root 1.41 }
2401    
2402 root 1.24 fprintf (tempfile, obstr);
2403     fclose (tempfile);
2404 elmex 1.1
2405 root 1.64 op = object::create ();
2406 elmex 1.1
2407 root 1.29 object_thawer thawer (filename);
2408 root 1.13
2409 root 1.24 if (thawer)
2410     load_object (thawer, op, 0);
2411 root 1.13
2412 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413     CLEAR_FLAG (op, FLAG_REMOVED);
2414 root 1.9
2415 root 1.24 return op;
2416 elmex 1.1 }
2417    
2418     /* This returns the first object in who's inventory that
2419     * has the same type and subtype match.
2420     * returns NULL if no match.
2421     */
2422 root 1.24 object *
2423     find_obj_by_type_subtype (const object *who, int type, int subtype)
2424 elmex 1.1 {
2425 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2426 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2427     return tmp;
2428 elmex 1.1
2429 root 1.82 return 0;
2430 elmex 1.1 }
2431    
2432     /* If ob has a field named key, return the link from the list,
2433     * otherwise return NULL.
2434     *
2435     * key must be a passed in shared string - otherwise, this won't
2436     * do the desired thing.
2437     */
2438 root 1.24 key_value *
2439     get_ob_key_link (const object *ob, const char *key)
2440     {
2441 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2442 root 1.48 if (link->key == key)
2443     return link;
2444 root 1.24
2445 root 1.82 return 0;
2446 root 1.24 }
2447 elmex 1.1
2448     /*
2449     * Returns the value of op has an extra_field for key, or NULL.
2450     *
2451     * The argument doesn't need to be a shared string.
2452     *
2453     * The returned string is shared.
2454     */
2455 root 1.24 const char *
2456     get_ob_key_value (const object *op, const char *const key)
2457     {
2458 root 1.35 key_value *link;
2459     shstr_cmp canonical_key (key);
2460 root 1.24
2461 root 1.35 if (!canonical_key)
2462 root 1.24 {
2463     /* 1. There being a field named key on any object
2464     * implies there'd be a shared string to find.
2465     * 2. Since there isn't, no object has this field.
2466     * 3. Therefore, *this* object doesn't have this field.
2467     */
2468 root 1.35 return 0;
2469 elmex 1.1 }
2470    
2471 root 1.24 /* This is copied from get_ob_key_link() above -
2472     * only 4 lines, and saves the function call overhead.
2473     */
2474 root 1.35 for (link = op->key_values; link; link = link->next)
2475     if (link->key == canonical_key)
2476     return link->value;
2477    
2478     return 0;
2479 elmex 1.1 }
2480    
2481    
2482     /*
2483     * Updates the canonical_key in op to value.
2484     *
2485     * canonical_key is a shared string (value doesn't have to be).
2486     *
2487     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488     * keys.
2489     *
2490     * Returns TRUE on success.
2491     */
2492 root 1.24 int
2493     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494     {
2495 root 1.82 key_value *field = NULL, *last = NULL;
2496 root 1.24
2497     for (field = op->key_values; field != NULL; field = field->next)
2498     {
2499     if (field->key != canonical_key)
2500     {
2501     last = field;
2502     continue;
2503     }
2504    
2505     if (value)
2506     field->value = value;
2507     else
2508     {
2509     /* Basically, if the archetype has this key set,
2510     * we need to store the null value so when we save
2511     * it, we save the empty value so that when we load,
2512     * we get this value back again.
2513     */
2514     if (get_ob_key_link (&op->arch->clone, canonical_key))
2515     field->value = 0;
2516     else
2517     {
2518     if (last)
2519     last->next = field->next;
2520     else
2521     op->key_values = field->next;
2522    
2523 root 1.29 delete field;
2524 root 1.24 }
2525     }
2526     return TRUE;
2527     }
2528     /* IF we get here, key doesn't exist */
2529    
2530     /* No field, we'll have to add it. */
2531    
2532     if (!add_key)
2533 root 1.82 return FALSE;
2534    
2535 root 1.24 /* There isn't any good reason to store a null
2536     * value in the key/value list. If the archetype has
2537     * this key, then we should also have it, so shouldn't
2538     * be here. If user wants to store empty strings,
2539     * should pass in ""
2540     */
2541     if (value == NULL)
2542 elmex 1.1 return TRUE;
2543 root 1.24
2544     field = new key_value;
2545    
2546     field->key = canonical_key;
2547     field->value = value;
2548     /* Usual prepend-addition. */
2549     field->next = op->key_values;
2550     op->key_values = field;
2551    
2552     return TRUE;
2553 elmex 1.1 }
2554    
2555     /*
2556     * Updates the key in op to value.
2557     *
2558     * If add_key is FALSE, this will only update existing keys,
2559     * and not add new ones.
2560     * In general, should be little reason FALSE is ever passed in for add_key
2561     *
2562     * Returns TRUE on success.
2563     */
2564 root 1.24 int
2565     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566 root 1.11 {
2567 root 1.29 shstr key_ (key);
2568 root 1.24
2569 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2570 elmex 1.1 }
2571 root 1.31
2572 root 1.34 object::depth_iterator::depth_iterator (object *container)
2573     : iterator_base (container)
2574     {
2575     while (item->inv)
2576     item = item->inv;
2577     }
2578    
2579 root 1.31 void
2580 root 1.34 object::depth_iterator::next ()
2581 root 1.31 {
2582 root 1.34 if (item->below)
2583     {
2584     item = item->below;
2585    
2586     while (item->inv)
2587     item = item->inv;
2588     }
2589 root 1.31 else
2590 root 1.34 item = item->env;
2591 root 1.31 }
2592 root 1.34
2593 elmex 1.97
2594     const char *
2595     object::flag_desc (char *desc, int len) const
2596     {
2597     char *p = desc;
2598     bool first = true;
2599    
2600     for (int i = 0; i < NUM_FLAGS; i++)
2601     {
2602     if (len <= 10) // magic constant!
2603     {
2604     snprintf (p, len, ",...");
2605     break;
2606     }
2607    
2608     if (flag[i])
2609     {
2610     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611     len -= cnt;
2612     p += cnt;
2613     first = false;
2614     }
2615     }
2616    
2617     return desc;
2618     }
2619    
2620 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2621     const char *
2622     object::debug_desc (char *info) const
2623     {
2624 elmex 1.97 char flagdesc[512];
2625     char info2[256 * 4];
2626 root 1.36 char *p = info;
2627    
2628 elmex 1.97 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629     count, uuid.seq,
2630 root 1.36 &name,
2631 elmex 1.97 title ? "\",title:" : "",
2632     title ? (const char *)title : "",
2633     flag_desc (flagdesc, 512), type);
2634 root 1.36
2635     if (env)
2636     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637    
2638     if (map)
2639 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640 root 1.36
2641     return info;
2642     }
2643    
2644     const char *
2645     object::debug_desc () const
2646     {
2647     static char info[256 * 3];
2648     return debug_desc (info);
2649     }
2650