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Revision: 1.130
Committed: Sat Feb 10 01:52:25 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.129: +59 -0 lines
Log Message:
hell on earth, rewrote the container code
- it really was a mess before
- open/close events should now be very reliable.
- make container an object_ptr, just to be on the safe side
  (the old code is known to crash, the new code should be reliable, but...).
- its also smaller, much smaller/clearer in sourcecode size and a bit
  smaller in text segment size.

also disable big worldmap again: is this still causing memleaks?

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.116 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 root 1.68 #include <bitset>
37    
38 elmex 1.1 int nrofallocobjects = 0;
39 root 1.39 static UUID uuid;
40     const uint64 UUID_SKIP = 1<<19;
41 elmex 1.1
42 root 1.108 objectvec objects;
43     activevec actives;
44 elmex 1.1
45 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,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47     };
48     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,
49     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50     };
51     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,
52     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
53     };
54     int freedir[SIZEOFFREE] = {
55     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,
56     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57     };
58 elmex 1.1
59 root 1.39 static void
60     write_uuid (void)
61     {
62     char filename1[MAX_BUF], filename2[MAX_BUF];
63    
64     sprintf (filename1, "%s/uuid", settings.localdir);
65     sprintf (filename2, "%s/uuid~", settings.localdir);
66    
67     FILE *fp;
68    
69     if (!(fp = fopen (filename2, "w")))
70     {
71     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72     return;
73     }
74    
75     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76     fclose (fp);
77     rename (filename2, filename1);
78     }
79    
80     static void
81     read_uuid (void)
82     {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87     FILE *fp;
88    
89     if (!(fp = fopen (filename, "r")))
90     {
91     if (errno == ENOENT)
92     {
93     LOG (llevInfo, "RESET uid to 1\n");
94     uuid.seq = 0;
95     write_uuid ();
96     return;
97     }
98    
99     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100     _exit (1);
101     }
102    
103     int version;
104     unsigned long long uid;
105     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106     {
107     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108     _exit (1);
109     }
110    
111     uuid.seq = uid;
112     write_uuid ();
113 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118     gen_uuid ()
119     {
120     UUID uid;
121    
122     uid.seq = ++uuid.seq;
123    
124     if (!(uuid.seq & (UUID_SKIP - 1)))
125     write_uuid ();
126    
127     return uid;
128     }
129    
130     void
131     init_uuid ()
132     {
133     read_uuid ();
134     }
135    
136 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 root 1.24 static int
138     compare_ob_value_lists_one (const object *wants, const object *has)
139     {
140     key_value *wants_field;
141    
142     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143     * objects with lists are rare, and lists stay short. If not, use a
144     * different structure or at least keep the lists sorted...
145     */
146    
147     /* For each field in wants, */
148 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 root 1.24 {
150     key_value *has_field;
151    
152     /* Look for a field in has with the same key. */
153     has_field = get_ob_key_link (has, wants_field->key);
154    
155     if (has_field == NULL)
156     {
157     /* No field with that name. */
158     return FALSE;
159     }
160    
161     /* Found the matching field. */
162     if (has_field->value != wants_field->value)
163     {
164     /* Values don't match, so this half of the comparison is false. */
165     return FALSE;
166     }
167    
168     /* If we get here, we found a match. Now for the next field in wants. */
169 elmex 1.1 }
170 root 1.24
171     /* If we get here, every field in wants has a matching field in has. */
172     return TRUE;
173 elmex 1.1 }
174    
175     /* Returns TRUE if ob1 has the same key_values as ob2. */
176 root 1.24 static int
177     compare_ob_value_lists (const object *ob1, const object *ob2)
178     {
179     /* However, there may be fields in has which aren't partnered in wants,
180     * so we need to run the comparison *twice*. :(
181     */
182     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 elmex 1.1 }
184    
185     /* Function examines the 2 objects given to it, and returns true if
186     * they can be merged together.
187     *
188     * Note that this function appears a lot longer than the macro it
189     * replaces - this is mostly for clarity - a decent compiler should hopefully
190     * reduce this to the same efficiency.
191     *
192 root 1.66 * Check nrof variable *before* calling can_merge()
193 elmex 1.1 *
194     * Improvements made with merge: Better checking on potion, and also
195     * check weight
196     */
197 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
198 root 1.16 {
199     /* A couple quicksanity checks */
200 root 1.66 if (ob1 == ob2
201     || ob1->type != ob2->type
202     || ob1->speed != ob2->speed
203     || ob1->value != ob2->value
204     || ob1->name != ob2->name)
205 root 1.16 return 0;
206    
207 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
208 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209     * value could not be stored in a sint32 (which unfortunately sometimes is
210     * used to store nrof).
211     */
212     if (ob1->nrof + ob2->nrof >= 1UL << 31)
213     return 0;
214    
215     /* If the objects have been identified, set the BEEN_APPLIED flag.
216     * This is to the comparison of the flags below will be OK. We
217     * just can't ignore the been applied or identified flags, as they
218     * are not equal - just if it has been identified, the been_applied
219     * flags lose any meaning.
220     */
221     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223    
224     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 elmex 1.1
227 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 root 1.68 || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     //TODO: generate an event or call into perl for additional checks
305     if (ob1->self || ob2->self)
306     {
307     ob1->optimise ();
308     ob2->optimise ();
309    
310     if (ob1->self || ob2->self)
311 root 1.24 return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330     {
331     if (inv->inv)
332     sum_weight (inv);
333     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334     }
335 root 1.37
336 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
337 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
338 root 1.37
339 root 1.24 if (op->carrying != sum)
340 elmex 1.1 op->carrying = sum;
341 root 1.37
342 elmex 1.1 return sum;
343     }
344    
345     /**
346     * Return the outermost environment object for a given object.
347     */
348    
349 root 1.24 object *
350     object_get_env_recursive (object *op)
351     {
352     while (op->env != NULL)
353     op = op->env;
354     return op;
355 elmex 1.1 }
356    
357     /*
358     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 root 1.11 * Some error messages.
360 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
361     */
362    
363 root 1.53 char *
364 root 1.24 dump_object (object *op)
365     {
366 root 1.53 if (!op)
367     return strdup ("[NULLOBJ]");
368 elmex 1.1
369 root 1.53 object_freezer freezer;
370 root 1.85 save_object (freezer, op, 1);
371 root 1.53 return freezer.as_string ();
372 elmex 1.1 }
373    
374     /*
375     * get_nearest_part(multi-object, object 2) returns the part of the
376     * multi-object 1 which is closest to the second object.
377     * If it's not a multi-object, it is returned.
378     */
379    
380 root 1.24 object *
381     get_nearest_part (object *op, const object *pl)
382     {
383     object *tmp, *closest;
384     int last_dist, i;
385    
386     if (op->more == NULL)
387 elmex 1.1 return op;
388 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389     if ((i = distance (tmp, pl)) < last_dist)
390     closest = tmp, last_dist = i;
391 elmex 1.1 return closest;
392     }
393    
394     /*
395     * Returns the object which has the count-variable equal to the argument.
396     */
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.112 for_all_objects (op)
401     if (op->count == i)
402     return op;
403    
404     return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412 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 1.108 for_all_objects (op)
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 root 1.118 dst->speed_left = speed_left - rndm ();
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 root 1.98 activate ();
570 root 1.24 else
571 root 1.98 deactivate ();
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 1.99 if (!(m.flags_ & P_UPTODATE))
630 root 1.75 /* 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 root 1.99 m.flags_ = 0;
649 root 1.75 }
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 1.99 m.flags_ = 0;
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 1.21 object::object ()
666     {
667 root 1.22 SET_FLAG (this, FLAG_REMOVED);
668    
669     expmul = 1.0;
670     face = blank_face;
671     }
672    
673     object::~object ()
674     {
675 root 1.121 unlink ();
676 root 1.119
677 root 1.22 free_key_values (this);
678     }
679    
680 root 1.112 static int object_count;
681    
682 root 1.24 void object::link ()
683 root 1.22 {
684 root 1.112 assert (!index);//D
685 root 1.41 uuid = gen_uuid ();
686 root 1.112 count = ++object_count;
687 root 1.21
688 root 1.109 refcnt_inc ();
689 root 1.108 objects.insert (this);
690 root 1.21 }
691    
692 root 1.24 void object::unlink ()
693 root 1.21 {
694 root 1.121 if (!index)
695     return;
696    
697 root 1.108 objects.erase (this);
698 root 1.109 refcnt_dec ();
699 root 1.98 }
700    
701 root 1.96 void
702 root 1.98 object::activate ()
703 root 1.96 {
704 root 1.98 /* If already on active list, don't do anything */
705 root 1.108 if (active)
706 root 1.98 return;
707    
708 elmex 1.97 if (has_active_speed ())
709 root 1.108 actives.insert (this);
710 root 1.98 }
711 root 1.96
712 root 1.98 void
713     object::activate_recursive ()
714     {
715     activate ();
716    
717 root 1.104 for (object *op = inv; op; op = op->below)
718 root 1.98 op->activate_recursive ();
719 root 1.96 }
720    
721     /* This function removes object 'op' from the list of active
722     * objects.
723     * This should only be used for style maps or other such
724     * reference maps where you don't want an object that isn't
725     * in play chewing up cpu time getting processed.
726     * The reverse of this is to call update_ob_speed, which
727     * will do the right thing based on the speed of the object.
728     */
729     void
730 root 1.98 object::deactivate ()
731 root 1.96 {
732     /* If not on the active list, nothing needs to be done */
733 root 1.108 if (!active)
734 root 1.96 return;
735    
736 root 1.108 actives.erase (this);
737 root 1.98 }
738 root 1.96
739 root 1.98 void
740     object::deactivate_recursive ()
741     {
742 root 1.104 for (object *op = inv; op; op = op->below)
743 root 1.98 op->deactivate_recursive ();
744    
745     deactivate ();
746 root 1.96 }
747    
748 root 1.106 void
749     object::set_flag_inv (int flag, int value)
750     {
751     for (object *op = inv; op; op = op->below)
752     {
753     op->flag [flag] = value;
754     op->set_flag_inv (flag, value);
755     }
756     }
757    
758 root 1.89 /*
759     * Remove and free all objects in the inventory of the given object.
760     * object.c ?
761     */
762     void
763     object::destroy_inv (bool drop_to_ground)
764     {
765 root 1.94 // need to check first, because the checks below might segfault
766     // as we might be on an invalid mapspace and crossfire code
767     // is too buggy to ensure that the inventory is empty.
768     // corollary: if you create arrows etc. with stuff in tis inventory,
769     // cf will crash below with off-map x and y
770     if (!inv)
771     return;
772    
773 root 1.89 /* Only if the space blocks everything do we not process -
774     * if some form of movement is allowed, let objects
775     * drop on that space.
776     */
777 root 1.92 if (!drop_to_ground
778     || !map
779     || map->in_memory != MAP_IN_MEMORY
780 root 1.122 || map->nodrop
781 root 1.95 || ms ().move_block == MOVE_ALL)
782 root 1.89 {
783     while (inv)
784 root 1.92 {
785     inv->destroy_inv (drop_to_ground);
786     inv->destroy ();
787     }
788 root 1.89 }
789     else
790     { /* Put objects in inventory onto this space */
791     while (inv)
792     {
793     object *op = inv;
794    
795     if (op->flag [FLAG_STARTEQUIP]
796     || op->flag [FLAG_NO_DROP]
797     || op->type == RUNE
798     || op->type == TRAP
799 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
800     || op->flag [FLAG_DESTROY_ON_DEATH])
801 root 1.89 op->destroy ();
802     else
803 root 1.93 map->insert (op, x, y);
804 root 1.89 }
805     }
806     }
807    
808 root 1.21 object *object::create ()
809     {
810 root 1.42 object *op = new object;
811 root 1.22 op->link ();
812     return op;
813 root 1.21 }
814 elmex 1.1
815 root 1.82 void
816     object::do_destroy ()
817 root 1.14 {
818 root 1.112 attachable::do_destroy ();
819    
820 root 1.82 if (flag [FLAG_IS_LINKED])
821     remove_button_link (this);
822 root 1.29
823 root 1.82 if (flag [FLAG_FRIENDLY])
824 root 1.126 {
825     remove_friendly_object (this);
826    
827     if (type == GOLEM
828     && owner
829     && owner->type == PLAYER
830     && owner->contr->ranges[range_golem] == this)
831     owner->contr->ranges[range_golem] = 0;
832     }
833 root 1.32
834 root 1.82 if (!flag [FLAG_REMOVED])
835 root 1.63 remove ();
836 root 1.14
837 root 1.112 destroy_inv (true);
838 root 1.14
839 root 1.112 deactivate ();
840     unlink ();
841 root 1.92
842 root 1.82 flag [FLAG_FREED] = 1;
843 root 1.14
844 root 1.57 // hack to ensure that freed objects still have a valid map
845     {
846     static maptile *freed_map; // freed objects are moved here to avoid crashes
847    
848     if (!freed_map)
849     {
850     freed_map = new maptile;
851    
852     freed_map->name = "/internal/freed_objects_map";
853     freed_map->width = 3;
854     freed_map->height = 3;
855    
856 root 1.96 freed_map->alloc ();
857 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
858 root 1.57 }
859    
860     map = freed_map;
861     x = 1;
862     y = 1;
863     }
864    
865 root 1.82 head = 0;
866 root 1.88
867     if (more)
868     {
869     more->destroy ();
870     more = 0;
871     }
872 root 1.82
873 root 1.44 // clear those pointers that likely might have circular references to us
874     owner = 0;
875     enemy = 0;
876     attacked_by = 0;
877 root 1.82 }
878    
879     void
880     object::destroy (bool destroy_inventory)
881     {
882     if (destroyed ())
883     return;
884    
885     if (destroy_inventory)
886 root 1.89 destroy_inv (false);
887 root 1.22
888 root 1.82 attachable::destroy ();
889 elmex 1.1 }
890    
891     /*
892     * sub_weight() recursively (outwards) subtracts a number from the
893     * weight of an object (and what is carried by it's environment(s)).
894     */
895 root 1.24 void
896     sub_weight (object *op, signed long weight)
897     {
898     while (op != NULL)
899     {
900     if (op->type == CONTAINER)
901 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
902    
903 root 1.24 op->carrying -= weight;
904     op = op->env;
905 elmex 1.1 }
906     }
907    
908 root 1.63 /* op->remove ():
909 elmex 1.1 * This function removes the object op from the linked list of objects
910     * which it is currently tied to. When this function is done, the
911     * object will have no environment. If the object previously had an
912     * environment, the x and y coordinates will be updated to
913     * the previous environment.
914     */
915 root 1.24 void
916 root 1.128 object::do_remove ()
917 root 1.24 {
918 root 1.45 object *tmp, *last = 0;
919     object *otmp;
920 root 1.26
921 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
922 root 1.29 return;
923 root 1.24
924 root 1.59 SET_FLAG (this, FLAG_REMOVED);
925 root 1.82 INVOKE_OBJECT (REMOVE, this);
926 root 1.26
927 root 1.59 if (more)
928     more->remove ();
929 root 1.24
930     /*
931     * In this case, the object to be removed is in someones
932     * inventory.
933     */
934 root 1.59 if (env)
935 root 1.24 {
936 root 1.59 if (nrof)
937     sub_weight (env, weight * nrof);
938 root 1.24 else
939 root 1.59 sub_weight (env, weight + carrying);
940 root 1.24
941     /* NO_FIX_PLAYER is set when a great many changes are being
942     * made to players inventory. If set, avoiding the call
943     * to save cpu time.
944     */
945 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
946 root 1.78 otmp->update_stats ();
947 root 1.24
948 root 1.96 if (above)
949 root 1.59 above->below = below;
950 root 1.24 else
951 root 1.59 env->inv = below;
952 root 1.24
953 root 1.96 if (below)
954 root 1.59 below->above = above;
955 root 1.24
956     /* we set up values so that it could be inserted into
957     * the map, but we don't actually do that - it is up
958     * to the caller to decide what we want to do.
959     */
960 root 1.59 x = env->x, y = env->y;
961     map = env->map;
962     above = 0, below = 0;
963     env = 0;
964     }
965     else if (map)
966     {
967 root 1.96 if (type == PLAYER)
968     {
969 root 1.130 // leaving a spot always closes any open container on the ground
970     if (container && !container->env)
971     // this causes spurious floorbox updates, but it ensures
972     // that the CLOSE event is being sent.
973     close_container ();
974    
975 root 1.96 --map->players;
976 root 1.100 map->touch ();
977 root 1.96 }
978    
979 root 1.98 map->dirty = true;
980 root 1.117 mapspace &ms = this->ms ();
981 elmex 1.1
982 root 1.29 /* link the object above us */
983 root 1.59 if (above)
984     above->below = below;
985 root 1.29 else
986 root 1.117 ms.top = below; /* we were top, set new top */
987 root 1.24
988 root 1.29 /* Relink the object below us, if there is one */
989 root 1.59 if (below)
990     below->above = above;
991 root 1.29 else
992     {
993     /* Nothing below, which means we need to relink map object for this space
994     * use translated coordinates in case some oddness with map tiling is
995     * evident
996     */
997 root 1.59 if (GET_MAP_OB (map, x, y) != this)
998 root 1.117 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
999 elmex 1.1
1000 root 1.117 ms.bot = above; /* goes on above it. */
1001 root 1.8 }
1002 root 1.26
1003 root 1.59 above = 0;
1004     below = 0;
1005 root 1.26
1006 root 1.59 if (map->in_memory == MAP_SAVING)
1007 root 1.29 return;
1008 elmex 1.1
1009 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1010 elmex 1.1
1011 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1012 root 1.24 {
1013 root 1.29 /* No point updating the players look faces if he is the object
1014     * being removed.
1015 root 1.24 */
1016 root 1.29
1017 root 1.59 if (tmp->type == PLAYER && tmp != this)
1018 root 1.24 {
1019 root 1.29 /* If a container that the player is currently using somehow gets
1020     * removed (most likely destroyed), update the player view
1021     * appropriately.
1022     */
1023 root 1.59 if (tmp->container == this)
1024 root 1.29 {
1025 root 1.82 flag [FLAG_APPLIED] = 0;
1026 root 1.59 tmp->container = 0;
1027 root 1.29 }
1028    
1029 root 1.82 if (tmp->contr->ns)
1030     tmp->contr->ns->floorbox_update ();
1031 root 1.8 }
1032 root 1.26
1033 root 1.96 /* See if object moving off should effect something */
1034 root 1.50 if (check_walk_off
1035 root 1.59 && ((move_type & tmp->move_off)
1036     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1037 root 1.29 {
1038 elmex 1.72 move_apply (tmp, this, 0);
1039 root 1.24
1040 root 1.59 if (destroyed ())
1041 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1042 root 1.8 }
1043    
1044 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1045 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1046 root 1.29 if (tmp->above == tmp)
1047 root 1.59 tmp->above = 0;
1048 root 1.8
1049 root 1.29 last = tmp;
1050     }
1051 root 1.26
1052 root 1.96 /* last == NULL if there are no objects on this space */
1053     //TODO: this makes little sense, why only update the topmost object?
1054 root 1.59 if (!last)
1055 root 1.99 map->at (x, y).flags_ = 0;
1056 root 1.29 else
1057     update_object (last, UP_OBJ_REMOVE);
1058 root 1.26
1059 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1060 root 1.59 update_all_los (map, x, y);
1061 elmex 1.1 }
1062     }
1063    
1064     /*
1065     * merge_ob(op,top):
1066     *
1067     * This function goes through all objects below and including top, and
1068     * merges op to the first matching object.
1069     * If top is NULL, it is calculated.
1070     * Returns pointer to object if it succeded in the merge, otherwise NULL
1071     */
1072 root 1.24 object *
1073     merge_ob (object *op, object *top)
1074     {
1075     if (!op->nrof)
1076 elmex 1.1 return 0;
1077 root 1.29
1078 root 1.82 if (top)
1079     for (top = op; top && top->above; top = top->above)
1080     ;
1081 root 1.29
1082 root 1.82 for (; top; top = top->below)
1083 elmex 1.1 {
1084 root 1.24 if (top == op)
1085     continue;
1086 root 1.66
1087     if (object::can_merge (op, top))
1088 root 1.24 {
1089     top->nrof += op->nrof;
1090    
1091 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1092 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1093 root 1.64 op->destroy ();
1094 root 1.24 return top;
1095     }
1096 elmex 1.1 }
1097 root 1.29
1098 root 1.45 return 0;
1099 elmex 1.1 }
1100    
1101     /*
1102 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1103     * job preparing multi-part monsters.
1104 elmex 1.1 */
1105 root 1.24 object *
1106 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1107 root 1.24 {
1108 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1109 root 1.24 {
1110     tmp->x = x + tmp->arch->clone.x;
1111     tmp->y = y + tmp->arch->clone.y;
1112 elmex 1.1 }
1113 root 1.29
1114 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1115 elmex 1.1 }
1116    
1117     /*
1118     * insert_ob_in_map (op, map, originator, flag):
1119     * This function inserts the object in the two-way linked list
1120     * which represents what is on a map.
1121     * The second argument specifies the map, and the x and y variables
1122     * in the object about to be inserted specifies the position.
1123     *
1124     * originator: Player, monster or other object that caused 'op' to be inserted
1125     * into 'map'. May be NULL.
1126     *
1127     * flag is a bitmask about special things to do (or not do) when this
1128     * function is called. see the object.h file for the INS_ values.
1129     * Passing 0 for flag gives proper default values, so flag really only needs
1130     * to be set if special handling is needed.
1131     *
1132     * Return value:
1133     * new object if 'op' was merged with other object
1134     * NULL if 'op' was destroyed
1135     * just 'op' otherwise
1136     */
1137 root 1.24 object *
1138 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139 elmex 1.1 {
1140 root 1.25 object *tmp, *top, *floor = NULL;
1141 elmex 1.1
1142 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1143     {
1144     LOG (llevError, "Trying to insert freed object!\n");
1145     return NULL;
1146     }
1147 root 1.25
1148 root 1.117 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149     LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150    
1151     op->remove ();
1152    
1153 root 1.96 if (!m)
1154 root 1.24 {
1155 root 1.53 char *dump = dump_object (op);
1156     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1157     free (dump);
1158 root 1.24 return op;
1159 elmex 1.1 }
1160 root 1.25
1161 root 1.24 if (out_of_map (m, op->x, op->y))
1162     {
1163 root 1.53 char *dump = dump_object (op);
1164     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1165 elmex 1.1 #ifdef MANY_CORES
1166 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1167     * is likely to cause a crash. Better to find out where it is getting
1168     * improperly inserted.
1169     */
1170     abort ();
1171 elmex 1.1 #endif
1172 root 1.53 free (dump);
1173 root 1.24 return op;
1174 elmex 1.1 }
1175 root 1.25
1176 root 1.117 if (object *more = op->more)
1177 root 1.24 {
1178 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1179 root 1.24 {
1180     if (!op->head)
1181     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1182 root 1.26
1183 root 1.82 return 0;
1184 root 1.8 }
1185 root 1.24 }
1186 root 1.25
1187 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1188 root 1.8
1189 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1190     * of areas of callers (eg, anything that uses find_free_spot would now
1191     * need extra work
1192     */
1193 root 1.117 if (!xy_normalise (m, op->x, op->y))
1194     return 0;
1195    
1196     op->map = m;
1197     mapspace &ms = op->ms ();
1198 root 1.24
1199     /* this has to be done after we translate the coordinates.
1200     */
1201     if (op->nrof && !(flag & INS_NO_MERGE))
1202 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1203 root 1.66 if (object::can_merge (op, tmp))
1204 root 1.25 {
1205     op->nrof += tmp->nrof;
1206 root 1.64 tmp->destroy ();
1207 root 1.25 }
1208 root 1.24
1209     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1210     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1211 root 1.25
1212 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1213     CLEAR_FLAG (op, FLAG_NO_STEAL);
1214    
1215     if (flag & INS_BELOW_ORIGINATOR)
1216     {
1217     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1218     {
1219     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1220     abort ();
1221     }
1222 root 1.25
1223 root 1.24 op->above = originator;
1224     op->below = originator->below;
1225 root 1.25
1226 root 1.24 if (op->below)
1227     op->below->above = op;
1228     else
1229 root 1.117 ms.bot = op;
1230 root 1.25
1231 root 1.24 /* since *below* originator, no need to update top */
1232     originator->below = op;
1233 elmex 1.1 }
1234 root 1.24 else
1235     {
1236 root 1.117 top = ms.bot;
1237    
1238 root 1.24 /* If there are other objects, then */
1239 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1240 root 1.24 {
1241 root 1.96 object *last = 0;
1242 root 1.24
1243     /*
1244     * If there are multiple objects on this space, we do some trickier handling.
1245     * We've already dealt with merging if appropriate.
1246     * Generally, we want to put the new object on top. But if
1247     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1248     * floor, we want to insert above that and no further.
1249     * Also, if there are spell objects on this space, we stop processing
1250     * once we get to them. This reduces the need to traverse over all of
1251     * them when adding another one - this saves quite a bit of cpu time
1252     * when lots of spells are cast in one area. Currently, it is presumed
1253     * that flying non pickable objects are spell objects.
1254     */
1255 root 1.117 for (top = ms.bot; top; top = top->above)
1256 root 1.24 {
1257     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1258     floor = top;
1259 root 1.26
1260 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))
1261     {
1262     /* We insert above top, so we want this object below this */
1263     top = top->below;
1264     break;
1265     }
1266 root 1.26
1267 root 1.24 last = top;
1268     }
1269 root 1.26
1270 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1271     top = last;
1272 root 1.8
1273 root 1.24 /* We let update_position deal with figuring out what the space
1274     * looks like instead of lots of conditions here.
1275     * makes things faster, and effectively the same result.
1276     */
1277    
1278     /* Have object 'fall below' other objects that block view.
1279     * Unless those objects are exits, type 66
1280     * If INS_ON_TOP is used, don't do this processing
1281     * Need to find the object that in fact blocks view, otherwise
1282     * stacking is a bit odd.
1283     */
1284 root 1.117 if (!(flag & INS_ON_TOP)
1285     && ms.flags () & P_BLOCKSVIEW
1286     && (op->face && !op->face->visibility))
1287 root 1.24 {
1288     for (last = top; last != floor; last = last->below)
1289     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1290     break;
1291 root 1.117
1292 root 1.24 /* Check to see if we found the object that blocks view,
1293     * and make sure we have a below pointer for it so that
1294     * we can get inserted below this one, which requires we
1295     * set top to the object below us.
1296     */
1297     if (last && last->below && last != floor)
1298     top = last->below;
1299 root 1.8 }
1300 root 1.24 } /* If objects on this space */
1301 root 1.25
1302 root 1.24 if (flag & INS_MAP_LOAD)
1303 root 1.117 top = ms.top;
1304 root 1.25
1305 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1306     top = floor;
1307    
1308     /* Top is the object that our object (op) is going to get inserted above.
1309     */
1310    
1311     /* First object on this space */
1312     if (!top)
1313     {
1314 root 1.117 op->above = ms.bot;
1315 root 1.25
1316 root 1.24 if (op->above)
1317     op->above->below = op;
1318 root 1.25
1319 root 1.96 op->below = 0;
1320 root 1.117 ms.bot = op;
1321 root 1.24 }
1322     else
1323     { /* get inserted into the stack above top */
1324     op->above = top->above;
1325 root 1.25
1326 root 1.24 if (op->above)
1327     op->above->below = op;
1328 root 1.25
1329 root 1.24 op->below = top;
1330     top->above = op;
1331     }
1332 root 1.25
1333 root 1.96 if (!op->above)
1334 root 1.117 ms.top = op;
1335 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1336 root 1.8
1337 root 1.24 if (op->type == PLAYER)
1338 root 1.96 {
1339     op->contr->do_los = 1;
1340     ++op->map->players;
1341 root 1.100 op->map->touch ();
1342 root 1.96 }
1343 root 1.24
1344 root 1.98 op->map->dirty = true;
1345    
1346 root 1.24 /* If we have a floor, we know the player, if any, will be above
1347     * it, so save a few ticks and start from there.
1348     */
1349     if (!(flag & INS_MAP_LOAD))
1350 root 1.117 if (object *pl = ms.player ())
1351 root 1.82 if (pl->contr->ns)
1352     pl->contr->ns->floorbox_update ();
1353 root 1.24
1354     /* If this object glows, it may affect lighting conditions that are
1355     * visible to others on this map. But update_all_los is really
1356     * an inefficient way to do this, as it means los for all players
1357     * on the map will get recalculated. The players could very well
1358     * be far away from this change and not affected in any way -
1359     * this should get redone to only look for players within range,
1360 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1361 root 1.24 * of effect may be sufficient.
1362     */
1363 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1364 root 1.24 update_all_los (op->map, op->x, op->y);
1365    
1366     /* updates flags (blocked, alive, no magic, etc) for this map space */
1367     update_object (op, UP_OBJ_INSERT);
1368    
1369 root 1.82 INVOKE_OBJECT (INSERT, op);
1370    
1371 root 1.24 /* Don't know if moving this to the end will break anything. However,
1372 root 1.70 * we want to have floorbox_update called before calling this.
1373 root 1.24 *
1374     * check_move_on() must be after this because code called from
1375     * check_move_on() depends on correct map flags (so functions like
1376     * blocked() and wall() work properly), and these flags are updated by
1377     * update_object().
1378     */
1379    
1380     /* if this is not the head or flag has been passed, don't check walk on status */
1381     if (!(flag & INS_NO_WALK_ON) && !op->head)
1382     {
1383     if (check_move_on (op, originator))
1384 root 1.82 return 0;
1385 elmex 1.1
1386 root 1.24 /* If we are a multi part object, lets work our way through the check
1387     * walk on's.
1388     */
1389     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1390     if (check_move_on (tmp, originator))
1391 root 1.82 return 0;
1392 elmex 1.1 }
1393 root 1.25
1394 root 1.24 return op;
1395 elmex 1.1 }
1396    
1397     /* this function inserts an object in the map, but if it
1398 root 1.75 * finds an object of its own type, it'll remove that one first.
1399     * op is the object to insert it under: supplies x and the map.
1400 elmex 1.1 */
1401 root 1.24 void
1402     replace_insert_ob_in_map (const char *arch_string, object *op)
1403     {
1404 root 1.75 object *tmp, *tmp1;
1405 elmex 1.1
1406 root 1.24 /* first search for itself and remove any old instances */
1407 elmex 1.1
1408 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1409 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1410     tmp->destroy ();
1411 elmex 1.1
1412 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1413 elmex 1.1
1414 root 1.24 tmp1->x = op->x;
1415     tmp1->y = op->y;
1416     insert_ob_in_map (tmp1, op->map, op, 0);
1417     }
1418 elmex 1.1
1419 root 1.93 object *
1420     object::insert_at (object *where, object *originator, int flags)
1421     {
1422     where->map->insert (this, where->x, where->y, originator, flags);
1423     }
1424    
1425 elmex 1.1 /*
1426     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1427     * is returned contains nr objects, and the remaining parts contains
1428     * the rest (or is removed and freed if that number is 0).
1429     * On failure, NULL is returned, and the reason put into the
1430     * global static errmsg array.
1431     */
1432 root 1.24 object *
1433     get_split_ob (object *orig_ob, uint32 nr)
1434     {
1435 root 1.64 object *newob;
1436     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1437 root 1.24
1438     if (orig_ob->nrof < nr)
1439     {
1440     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1441     return NULL;
1442     }
1443 root 1.29
1444 root 1.24 newob = object_create_clone (orig_ob);
1445 root 1.29
1446 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1447 root 1.63 orig_ob->destroy (1);
1448 root 1.24 else if (!is_removed)
1449     {
1450     if (orig_ob->env != NULL)
1451     sub_weight (orig_ob->env, orig_ob->weight * nr);
1452     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1453     {
1454     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1455     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1456     return NULL;
1457 root 1.8 }
1458 elmex 1.1 }
1459 root 1.29
1460 root 1.24 newob->nrof = nr;
1461 elmex 1.1
1462 root 1.24 return newob;
1463 elmex 1.1 }
1464    
1465     /*
1466     * decrease_ob_nr(object, number) decreases a specified number from
1467     * the amount of an object. If the amount reaches 0, the object
1468     * is subsequently removed and freed.
1469     *
1470     * Return value: 'op' if something is left, NULL if the amount reached 0
1471     */
1472    
1473 root 1.24 object *
1474     decrease_ob_nr (object *op, uint32 i)
1475 elmex 1.1 {
1476 root 1.29 object *tmp;
1477 elmex 1.1
1478 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1479     return op;
1480    
1481     if (i > op->nrof)
1482     i = op->nrof;
1483    
1484     if (QUERY_FLAG (op, FLAG_REMOVED))
1485 root 1.29 op->nrof -= i;
1486 root 1.73 else if (op->env)
1487 root 1.24 {
1488     /* is this object in the players inventory, or sub container
1489     * therein?
1490     */
1491 root 1.74 tmp = op->in_player ();
1492 root 1.24 /* nope. Is this a container the player has opened?
1493     * If so, set tmp to that player.
1494     * IMO, searching through all the players will mostly
1495     * likely be quicker than following op->env to the map,
1496     * and then searching the map for a player.
1497     */
1498     if (!tmp)
1499 root 1.81 for_all_players (pl)
1500     if (pl->ob->container == op->env)
1501     {
1502     tmp = pl->ob;
1503     break;
1504     }
1505 elmex 1.1
1506 root 1.24 if (i < op->nrof)
1507     {
1508     sub_weight (op->env, op->weight * i);
1509     op->nrof -= i;
1510     if (tmp)
1511 root 1.73 esrv_send_item (tmp, op);
1512 root 1.24 }
1513     else
1514     {
1515 root 1.63 op->remove ();
1516 root 1.24 op->nrof = 0;
1517     if (tmp)
1518 root 1.73 esrv_del_item (tmp->contr, op->count);
1519 elmex 1.1 }
1520     }
1521 root 1.24 else
1522 elmex 1.1 {
1523 root 1.29 object *above = op->above;
1524 elmex 1.1
1525 root 1.24 if (i < op->nrof)
1526 root 1.29 op->nrof -= i;
1527 root 1.24 else
1528     {
1529 root 1.63 op->remove ();
1530 root 1.24 op->nrof = 0;
1531     }
1532 root 1.29
1533 root 1.24 /* Since we just removed op, op->above is null */
1534 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1535 root 1.24 if (tmp->type == PLAYER)
1536     {
1537     if (op->nrof)
1538     esrv_send_item (tmp, op);
1539     else
1540     esrv_del_item (tmp->contr, op->count);
1541     }
1542 elmex 1.1 }
1543    
1544 root 1.24 if (op->nrof)
1545 root 1.29 return op;
1546 root 1.24 else
1547     {
1548 root 1.64 op->destroy ();
1549 root 1.73 return 0;
1550 elmex 1.1 }
1551     }
1552    
1553     /*
1554     * add_weight(object, weight) adds the specified weight to an object,
1555     * and also updates how much the environment(s) is/are carrying.
1556     */
1557    
1558 root 1.24 void
1559     add_weight (object *op, signed long weight)
1560     {
1561     while (op != NULL)
1562     {
1563     if (op->type == CONTAINER)
1564 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1565    
1566 root 1.24 op->carrying += weight;
1567     op = op->env;
1568     }
1569 elmex 1.1 }
1570    
1571 root 1.24 object *
1572     insert_ob_in_ob (object *op, object *where)
1573     {
1574 root 1.59 if (!where)
1575 root 1.24 {
1576 root 1.53 char *dump = dump_object (op);
1577     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1578     free (dump);
1579 root 1.24 return op;
1580     }
1581 root 1.29
1582 root 1.24 if (where->head)
1583     {
1584 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1585 root 1.24 where = where->head;
1586     }
1587 root 1.29
1588 root 1.59 return where->insert (op);
1589     }
1590    
1591     /*
1592     * env->insert (op)
1593     * This function inserts the object op in the linked list
1594     * inside the object environment.
1595     *
1596     * The function returns now pointer to inserted item, and return value can
1597     * be != op, if items are merged. -Tero
1598     */
1599    
1600     object *
1601     object::insert (object *op)
1602     {
1603     object *tmp, *otmp;
1604    
1605     if (!QUERY_FLAG (op, FLAG_REMOVED))
1606     op->remove ();
1607    
1608 root 1.24 if (op->more)
1609     {
1610     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1611     return op;
1612     }
1613 root 1.29
1614 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1615     CLEAR_FLAG (op, FLAG_REMOVED);
1616     if (op->nrof)
1617     {
1618 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1619 root 1.66 if (object::can_merge (tmp, op))
1620 root 1.24 {
1621     /* return the original object and remove inserted object
1622     (client needs the original object) */
1623     tmp->nrof += op->nrof;
1624     /* Weight handling gets pretty funky. Since we are adding to
1625     * tmp->nrof, we need to increase the weight.
1626     */
1627 root 1.59 add_weight (this, op->weight * op->nrof);
1628 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1629 root 1.59 op->destroy (); /* free the inserted object */
1630 root 1.24 op = tmp;
1631 root 1.59 op->remove (); /* and fix old object's links */
1632 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1633     break;
1634     }
1635    
1636     /* I assume combined objects have no inventory
1637     * We add the weight - this object could have just been removed
1638     * (if it was possible to merge). calling remove_ob will subtract
1639     * the weight, so we need to add it in again, since we actually do
1640     * the linking below
1641     */
1642 root 1.59 add_weight (this, op->weight * op->nrof);
1643 root 1.24 }
1644     else
1645 root 1.59 add_weight (this, (op->weight + op->carrying));
1646 elmex 1.1
1647 root 1.74 otmp = this->in_player ();
1648 root 1.59 if (otmp && otmp->contr)
1649     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1650 root 1.78 otmp->update_stats ();
1651 elmex 1.1
1652 root 1.74 op->map = 0;
1653 root 1.59 op->env = this;
1654 root 1.74 op->above = 0;
1655     op->below = 0;
1656 root 1.24 op->x = 0, op->y = 0;
1657 elmex 1.1
1658     /* reset the light list and los of the players on the map */
1659 root 1.59 if ((op->glow_radius != 0) && map)
1660 root 1.24 {
1661 elmex 1.1 #ifdef DEBUG_LIGHTS
1662 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1663     #endif /* DEBUG_LIGHTS */
1664 root 1.84 if (map->darkness)
1665 root 1.59 update_all_los (map, x, y);
1666 root 1.24 }
1667 elmex 1.1
1668     /* Client has no idea of ordering so lets not bother ordering it here.
1669     * It sure simplifies this function...
1670     */
1671 root 1.59 if (!inv)
1672     inv = op;
1673 root 1.24 else
1674     {
1675 root 1.59 op->below = inv;
1676 elmex 1.1 op->below->above = op;
1677 root 1.59 inv = op;
1678 root 1.24 }
1679 root 1.59
1680 root 1.82 INVOKE_OBJECT (INSERT, this);
1681    
1682 elmex 1.1 return op;
1683     }
1684    
1685     /*
1686     * Checks if any objects has a move_type that matches objects
1687     * that effect this object on this space. Call apply() to process
1688     * these events.
1689     *
1690     * Any speed-modification due to SLOW_MOVE() of other present objects
1691     * will affect the speed_left of the object.
1692     *
1693     * originator: Player, monster or other object that caused 'op' to be inserted
1694     * into 'map'. May be NULL.
1695     *
1696     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1697     *
1698     * 4-21-95 added code to check if appropriate skill was readied - this will
1699     * permit faster movement by the player through this terrain. -b.t.
1700     *
1701     * MSW 2001-07-08: Check all objects on space, not just those below
1702     * object being inserted. insert_ob_in_map may not put new objects
1703     * on top.
1704     */
1705 root 1.24 int
1706     check_move_on (object *op, object *originator)
1707 elmex 1.1 {
1708 root 1.48 object *tmp;
1709 root 1.49 maptile *m = op->map;
1710 root 1.48 int x = op->x, y = op->y;
1711 root 1.26
1712 root 1.48 MoveType move_on, move_slow, move_block;
1713 root 1.24
1714     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1715     return 0;
1716    
1717     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1718     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1719     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1720    
1721     /* if nothing on this space will slow op down or be applied,
1722     * no need to do checking below. have to make sure move_type
1723     * is set, as lots of objects don't have it set - we treat that
1724     * as walking.
1725     */
1726     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1727     return 0;
1728 elmex 1.1
1729 root 1.24 /* This is basically inverse logic of that below - basically,
1730     * if the object can avoid the move on or slow move, they do so,
1731     * but can't do it if the alternate movement they are using is
1732     * blocked. Logic on this seems confusing, but does seem correct.
1733     */
1734     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1735     return 0;
1736    
1737     /* The objects have to be checked from top to bottom.
1738     * Hence, we first go to the top:
1739     */
1740    
1741 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1742 root 1.24 {
1743     /* Trim the search when we find the first other spell effect
1744     * this helps performance so that if a space has 50 spell objects,
1745     * we don't need to check all of them.
1746     */
1747     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1748     break;
1749     }
1750 root 1.26
1751     for (; tmp; tmp = tmp->below)
1752 root 1.24 {
1753     if (tmp == op)
1754     continue; /* Can't apply yourself */
1755 elmex 1.1
1756 root 1.24 /* Check to see if one of the movement types should be slowed down.
1757     * Second check makes sure that the movement types not being slowed
1758     * (~slow_move) is not blocked on this space - just because the
1759     * space doesn't slow down swimming (for example), if you can't actually
1760     * swim on that space, can't use it to avoid the penalty.
1761     */
1762     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1763     {
1764     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1765     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1766     {
1767 elmex 1.1
1768 root 1.29 float
1769 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1770 elmex 1.1
1771 root 1.24 if (op->type == PLAYER)
1772 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1773     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1774     diff /= 4.0;
1775    
1776 root 1.24 op->speed_left -= diff;
1777 root 1.8 }
1778     }
1779 elmex 1.1
1780 root 1.24 /* Basically same logic as above, except now for actual apply. */
1781     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1782     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1783     {
1784 elmex 1.72 move_apply (tmp, op, originator);
1785 root 1.24
1786 root 1.48 if (op->destroyed ())
1787 root 1.24 return 1;
1788    
1789     /* what the person/creature stepped onto has moved the object
1790     * someplace new. Don't process any further - if we did,
1791     * have a feeling strange problems would result.
1792     */
1793     if (op->map != m || op->x != x || op->y != y)
1794     return 0;
1795 root 1.8 }
1796 elmex 1.1 }
1797 root 1.26
1798 root 1.24 return 0;
1799 elmex 1.1 }
1800    
1801     /*
1802     * present_arch(arch, map, x, y) searches for any objects with
1803     * a matching archetype at the given map and coordinates.
1804     * The first matching object is returned, or NULL if none.
1805     */
1806 root 1.24 object *
1807 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1808 root 1.24 {
1809 root 1.104 if (!m || out_of_map (m, x, y))
1810 root 1.24 {
1811     LOG (llevError, "Present_arch called outside map.\n");
1812     return NULL;
1813     }
1814 root 1.84
1815 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1816 root 1.24 if (tmp->arch == at)
1817 elmex 1.1 return tmp;
1818 root 1.84
1819 elmex 1.1 return NULL;
1820     }
1821    
1822     /*
1823     * present(type, map, x, y) searches for any objects with
1824     * a matching type variable at the given map and coordinates.
1825     * The first matching object is returned, or NULL if none.
1826     */
1827 root 1.24 object *
1828 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1829 root 1.24 {
1830     if (out_of_map (m, x, y))
1831     {
1832     LOG (llevError, "Present called outside map.\n");
1833     return NULL;
1834     }
1835 root 1.84
1836 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 root 1.24 if (tmp->type == type)
1838 elmex 1.1 return tmp;
1839 root 1.84
1840 elmex 1.1 return NULL;
1841     }
1842    
1843     /*
1844     * present_in_ob(type, object) searches for any objects with
1845     * a matching type variable in the inventory of the given object.
1846     * The first matching object is returned, or NULL if none.
1847     */
1848 root 1.24 object *
1849     present_in_ob (unsigned char type, const object *op)
1850     {
1851 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1852 root 1.24 if (tmp->type == type)
1853 elmex 1.1 return tmp;
1854 root 1.84
1855 elmex 1.1 return NULL;
1856     }
1857    
1858     /*
1859     * present_in_ob (type, str, object) searches for any objects with
1860     * a matching type & name variable in the inventory of the given object.
1861     * The first matching object is returned, or NULL if none.
1862     * This is mostly used by spell effect code, so that we only
1863     * have one spell effect at a time.
1864     * type can be used to narrow the search - if type is set,
1865     * the type must also match. -1 can be passed for the type,
1866     * in which case the type does not need to pass.
1867     * str is the string to match against. Note that we match against
1868     * the object name, not the archetype name. this is so that the
1869     * spell code can use one object type (force), but change it's name
1870     * to be unique.
1871     */
1872 root 1.24 object *
1873     present_in_ob_by_name (int type, const char *str, const object *op)
1874     {
1875 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1877     return tmp;
1878 elmex 1.1
1879 root 1.82 return 0;
1880 elmex 1.1 }
1881    
1882     /*
1883     * present_arch_in_ob(archetype, object) searches for any objects with
1884     * a matching archetype in the inventory of the given object.
1885     * The first matching object is returned, or NULL if none.
1886     */
1887 root 1.24 object *
1888     present_arch_in_ob (const archetype *at, const object *op)
1889     {
1890 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1891 root 1.24 if (tmp->arch == at)
1892 elmex 1.1 return tmp;
1893 root 1.82
1894 elmex 1.1 return NULL;
1895     }
1896    
1897     /*
1898     * activate recursively a flag on an object inventory
1899     */
1900 root 1.24 void
1901     flag_inv (object *op, int flag)
1902     {
1903     if (op->inv)
1904 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 root 1.24 {
1906     SET_FLAG (tmp, flag);
1907     flag_inv (tmp, flag);
1908 elmex 1.1 }
1909 root 1.82 }
1910    
1911     /*
1912     * deactivate recursively a flag on an object inventory
1913     */
1914 root 1.24 void
1915     unflag_inv (object *op, int flag)
1916     {
1917     if (op->inv)
1918 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 root 1.24 {
1920     CLEAR_FLAG (tmp, flag);
1921     unflag_inv (tmp, flag);
1922 elmex 1.1 }
1923     }
1924    
1925     /*
1926     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1927     * all it's inventory (recursively).
1928     * If checksums are used, a player will get set_cheat called for
1929     * him/her-self and all object carried by a call to this function.
1930     */
1931 root 1.24 void
1932     set_cheat (object *op)
1933     {
1934     SET_FLAG (op, FLAG_WAS_WIZ);
1935     flag_inv (op, FLAG_WAS_WIZ);
1936 elmex 1.1 }
1937    
1938     /*
1939     * find_free_spot(object, map, x, y, start, stop) will search for
1940     * a spot at the given map and coordinates which will be able to contain
1941     * the given object. start and stop specifies how many squares
1942     * to search (see the freearr_x/y[] definition).
1943     * It returns a random choice among the alternatives found.
1944     * start and stop are where to start relative to the free_arr array (1,9
1945     * does all 4 immediate directions). This returns the index into the
1946     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1947     * Note - this only checks to see if there is space for the head of the
1948     * object - if it is a multispace object, this should be called for all
1949     * pieces.
1950     * Note2: This function does correctly handle tiled maps, but does not
1951     * inform the caller. However, insert_ob_in_map will update as
1952     * necessary, so the caller shouldn't need to do any special work.
1953     * Note - updated to take an object instead of archetype - this is necessary
1954     * because arch_blocked (now ob_blocked) needs to know the movement type
1955     * to know if the space in question will block the object. We can't use
1956     * the archetype because that isn't correct if the monster has been
1957     * customized, changed states, etc.
1958     */
1959 root 1.24 int
1960 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1961 root 1.24 {
1962 root 1.82 int index = 0, flag;
1963     int altern[SIZEOFFREE];
1964 root 1.24
1965 root 1.82 for (int i = start; i < stop; i++)
1966 root 1.24 {
1967     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1968     if (!flag)
1969 root 1.82 altern [index++] = i;
1970 root 1.24
1971     /* Basically, if we find a wall on a space, we cut down the search size.
1972     * In this way, we won't return spaces that are on another side of a wall.
1973     * This mostly work, but it cuts down the search size in all directions -
1974     * if the space being examined only has a wall to the north and empty
1975     * spaces in all the other directions, this will reduce the search space
1976     * to only the spaces immediately surrounding the target area, and
1977     * won't look 2 spaces south of the target space.
1978     */
1979 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1980 root 1.24 stop = maxfree[i];
1981 elmex 1.1 }
1982 root 1.74
1983 root 1.24 if (!index)
1984     return -1;
1985 root 1.74
1986 root 1.124 return altern [rndm (index)];
1987 elmex 1.1 }
1988    
1989     /*
1990 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1991 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1992     * But it will return the first available spot, not a random choice.
1993     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1994     */
1995 root 1.24 int
1996 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1997 root 1.24 {
1998 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1999     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2000     return i;
2001 root 1.24
2002     return -1;
2003 elmex 1.1 }
2004    
2005     /*
2006     * The function permute(arr, begin, end) randomly reorders the array
2007     * arr[begin..end-1].
2008 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2009 elmex 1.1 */
2010 root 1.24 static void
2011     permute (int *arr, int begin, int end)
2012 elmex 1.1 {
2013 root 1.82 arr += begin;
2014     end -= begin;
2015    
2016     while (--end)
2017 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2018 elmex 1.1 }
2019    
2020     /* new function to make monster searching more efficient, and effective!
2021     * This basically returns a randomized array (in the passed pointer) of
2022     * the spaces to find monsters. In this way, it won't always look for
2023     * monsters to the north first. However, the size of the array passed
2024     * covers all the spaces, so within that size, all the spaces within
2025     * the 3x3 area will be searched, just not in a predictable order.
2026     */
2027 root 1.24 void
2028     get_search_arr (int *search_arr)
2029 elmex 1.1 {
2030 root 1.82 int i;
2031 elmex 1.1
2032 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2033 root 1.82 search_arr[i] = i;
2034 elmex 1.1
2035 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2036     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2037     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2038 elmex 1.1 }
2039    
2040     /*
2041     * find_dir(map, x, y, exclude) will search some close squares in the
2042     * given map at the given coordinates for live objects.
2043     * It will not considered the object given as exclude among possible
2044     * live objects.
2045     * It returns the direction toward the first/closest live object if finds
2046     * any, otherwise 0.
2047     * Perhaps incorrectly, but I'm making the assumption that exclude
2048     * is actually want is going to try and move there. We need this info
2049     * because we have to know what movement the thing looking to move
2050     * there is capable of.
2051     */
2052 root 1.24 int
2053 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2054 root 1.24 {
2055 root 1.82 int i, max = SIZEOFFREE, mflags;
2056 root 1.29
2057     sint16 nx, ny;
2058 root 1.82 object *tmp;
2059     maptile *mp;
2060 root 1.29
2061     MoveType blocked, move_type;
2062 root 1.24
2063     if (exclude && exclude->head)
2064     {
2065     exclude = exclude->head;
2066     move_type = exclude->move_type;
2067     }
2068     else
2069     {
2070     /* If we don't have anything, presume it can use all movement types. */
2071     move_type = MOVE_ALL;
2072     }
2073    
2074     for (i = 1; i < max; i++)
2075     {
2076     mp = m;
2077     nx = x + freearr_x[i];
2078     ny = y + freearr_y[i];
2079    
2080     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2081 root 1.75
2082 root 1.24 if (mflags & P_OUT_OF_MAP)
2083 root 1.75 max = maxfree[i];
2084 root 1.24 else
2085     {
2086 root 1.82 mapspace &ms = mp->at (nx, ny);
2087    
2088     blocked = ms.move_block;
2089 root 1.24
2090     if ((move_type & blocked) == move_type)
2091 root 1.75 max = maxfree[i];
2092 root 1.24 else if (mflags & P_IS_ALIVE)
2093     {
2094 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2095 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2096     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2097 root 1.75 break;
2098    
2099 root 1.24 if (tmp)
2100 root 1.75 return freedir[i];
2101 root 1.8 }
2102     }
2103 elmex 1.1 }
2104 root 1.75
2105 root 1.24 return 0;
2106 elmex 1.1 }
2107    
2108     /*
2109     * distance(object 1, object 2) will return the square of the
2110     * distance between the two given objects.
2111     */
2112 root 1.24 int
2113     distance (const object *ob1, const object *ob2)
2114     {
2115 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2116 elmex 1.1 }
2117    
2118     /*
2119     * find_dir_2(delta-x,delta-y) will return a direction in which
2120     * an object which has subtracted the x and y coordinates of another
2121     * object, needs to travel toward it.
2122     */
2123 root 1.24 int
2124     find_dir_2 (int x, int y)
2125     {
2126 root 1.75 int q;
2127 elmex 1.1
2128 root 1.24 if (y)
2129     q = x * 100 / y;
2130 elmex 1.1 else if (x)
2131 root 1.24 q = -300 * x;
2132 elmex 1.1 else
2133     return 0;
2134    
2135 root 1.24 if (y > 0)
2136     {
2137     if (q < -242)
2138     return 3;
2139     if (q < -41)
2140     return 2;
2141     if (q < 41)
2142     return 1;
2143     if (q < 242)
2144     return 8;
2145     return 7;
2146     }
2147 elmex 1.1
2148     if (q < -242)
2149 root 1.24 return 7;
2150 elmex 1.1 if (q < -41)
2151 root 1.24 return 6;
2152 elmex 1.1 if (q < 41)
2153 root 1.24 return 5;
2154 elmex 1.1 if (q < 242)
2155 root 1.24 return 4;
2156 elmex 1.1
2157 root 1.24 return 3;
2158 elmex 1.1 }
2159    
2160     /*
2161     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2162     * between two directions (which are expected to be absolute (see absdir())
2163     */
2164 root 1.24 int
2165     dirdiff (int dir1, int dir2)
2166     {
2167 root 1.82 int d;
2168 root 1.24
2169     d = abs (dir1 - dir2);
2170     if (d > 4)
2171 elmex 1.1 d = 8 - d;
2172 root 1.82
2173 elmex 1.1 return d;
2174     }
2175    
2176     /* peterm:
2177     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2178     * Basically, this is a table of directions, and what directions
2179     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2180     * This basically means that if direction is 15, then it could either go
2181     * direction 4, 14, or 16 to get back to where we are.
2182     * Moved from spell_util.c to object.c with the other related direction
2183     * functions.
2184     */
2185 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2186 root 1.24 {0, 0, 0}, /* 0 */
2187     {0, 0, 0}, /* 1 */
2188     {0, 0, 0}, /* 2 */
2189     {0, 0, 0}, /* 3 */
2190     {0, 0, 0}, /* 4 */
2191     {0, 0, 0}, /* 5 */
2192     {0, 0, 0}, /* 6 */
2193     {0, 0, 0}, /* 7 */
2194     {0, 0, 0}, /* 8 */
2195     {8, 1, 2}, /* 9 */
2196     {1, 2, -1}, /* 10 */
2197     {2, 10, 12}, /* 11 */
2198     {2, 3, -1}, /* 12 */
2199     {2, 3, 4}, /* 13 */
2200     {3, 4, -1}, /* 14 */
2201     {4, 14, 16}, /* 15 */
2202     {5, 4, -1}, /* 16 */
2203     {4, 5, 6}, /* 17 */
2204     {6, 5, -1}, /* 18 */
2205     {6, 20, 18}, /* 19 */
2206     {7, 6, -1}, /* 20 */
2207     {6, 7, 8}, /* 21 */
2208     {7, 8, -1}, /* 22 */
2209     {8, 22, 24}, /* 23 */
2210     {8, 1, -1}, /* 24 */
2211     {24, 9, 10}, /* 25 */
2212     {9, 10, -1}, /* 26 */
2213     {10, 11, -1}, /* 27 */
2214     {27, 11, 29}, /* 28 */
2215     {11, 12, -1}, /* 29 */
2216     {12, 13, -1}, /* 30 */
2217     {12, 13, 14}, /* 31 */
2218     {13, 14, -1}, /* 32 */
2219     {14, 15, -1}, /* 33 */
2220     {33, 15, 35}, /* 34 */
2221     {16, 15, -1}, /* 35 */
2222     {17, 16, -1}, /* 36 */
2223     {18, 17, 16}, /* 37 */
2224     {18, 17, -1}, /* 38 */
2225     {18, 19, -1}, /* 39 */
2226     {41, 19, 39}, /* 40 */
2227     {19, 20, -1}, /* 41 */
2228     {20, 21, -1}, /* 42 */
2229     {20, 21, 22}, /* 43 */
2230     {21, 22, -1}, /* 44 */
2231     {23, 22, -1}, /* 45 */
2232     {45, 47, 23}, /* 46 */
2233     {23, 24, -1}, /* 47 */
2234     {24, 9, -1}
2235     }; /* 48 */
2236 elmex 1.1
2237     /* Recursive routine to step back and see if we can
2238     * find a path to that monster that we found. If not,
2239     * we don't bother going toward it. Returns 1 if we
2240     * can see a direct way to get it
2241     * Modified to be map tile aware -.MSW
2242     */
2243 root 1.24 int
2244 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2245 root 1.24 {
2246 root 1.29 sint16 dx, dy;
2247 root 1.75 int mflags;
2248 root 1.24
2249     if (dir < 0)
2250     return 0; /* exit condition: invalid direction */
2251    
2252     dx = x + freearr_x[dir];
2253     dy = y + freearr_y[dir];
2254    
2255     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2256    
2257     /* This functional arguably was incorrect before - it was
2258     * checking for P_WALL - that was basically seeing if
2259     * we could move to the monster - this is being more
2260     * literal on if we can see it. To know if we can actually
2261     * move to the monster, we'd need the monster passed in or
2262     * at least its move type.
2263     */
2264     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2265     return 0;
2266    
2267     /* yes, can see. */
2268     if (dir < 9)
2269     return 1;
2270 root 1.75
2271     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2272     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2273     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2274 root 1.24 }
2275    
2276 elmex 1.1 /*
2277     * can_pick(picker, item): finds out if an object is possible to be
2278     * picked up by the picker. Returnes 1 if it can be
2279     * picked up, otherwise 0.
2280     *
2281     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2282     * core dumps if they do.
2283     *
2284     * Add a check so we can't pick up invisible objects (0.93.8)
2285     */
2286    
2287 root 1.24 int
2288     can_pick (const object *who, const object *item)
2289     {
2290     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2291     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2292     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2293 elmex 1.1 }
2294    
2295     /*
2296     * create clone from object to another
2297     */
2298 root 1.24 object *
2299     object_create_clone (object *asrc)
2300     {
2301 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2302 elmex 1.1
2303 root 1.24 if (!asrc)
2304 root 1.62 return 0;
2305    
2306 root 1.24 src = asrc;
2307     if (src->head)
2308     src = src->head;
2309    
2310 root 1.62 prev = 0;
2311 root 1.24 for (part = src; part; part = part->more)
2312     {
2313 root 1.65 tmp = part->clone ();
2314 root 1.24 tmp->x -= src->x;
2315     tmp->y -= src->y;
2316 root 1.62
2317 root 1.24 if (!part->head)
2318     {
2319     dst = tmp;
2320 root 1.62 tmp->head = 0;
2321 root 1.24 }
2322     else
2323 root 1.75 tmp->head = dst;
2324 root 1.62
2325     tmp->more = 0;
2326    
2327 root 1.24 if (prev)
2328     prev->more = tmp;
2329 root 1.62
2330 root 1.24 prev = tmp;
2331 elmex 1.1 }
2332 root 1.24
2333     for (item = src->inv; item; item = item->below)
2334 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2335 elmex 1.1
2336 root 1.24 return dst;
2337 elmex 1.1 }
2338    
2339     /* GROS - Creates an object using a string representing its content. */
2340     /* Basically, we save the content of the string to a temp file, then call */
2341     /* load_object on it. I admit it is a highly inefficient way to make things, */
2342     /* but it was simple to make and allows reusing the load_object function. */
2343     /* Remember not to use load_object_str in a time-critical situation. */
2344     /* Also remember that multiparts objects are not supported for now. */
2345 root 1.24 object *
2346     load_object_str (const char *obstr)
2347 elmex 1.1 {
2348 root 1.48 object *op;
2349     char filename[MAX_BUF];
2350 root 1.9
2351 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2352    
2353 root 1.48 FILE *tempfile = fopen (filename, "w");
2354 root 1.24
2355     if (tempfile == NULL)
2356 elmex 1.1 {
2357 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2358     return NULL;
2359 root 1.41 }
2360    
2361 root 1.24 fprintf (tempfile, obstr);
2362     fclose (tempfile);
2363 elmex 1.1
2364 root 1.64 op = object::create ();
2365 elmex 1.1
2366 root 1.29 object_thawer thawer (filename);
2367 root 1.13
2368 root 1.24 if (thawer)
2369     load_object (thawer, op, 0);
2370 root 1.13
2371 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2372     CLEAR_FLAG (op, FLAG_REMOVED);
2373 root 1.9
2374 root 1.24 return op;
2375 elmex 1.1 }
2376    
2377     /* This returns the first object in who's inventory that
2378     * has the same type and subtype match.
2379     * returns NULL if no match.
2380     */
2381 root 1.24 object *
2382     find_obj_by_type_subtype (const object *who, int type, int subtype)
2383 elmex 1.1 {
2384 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2385 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2386     return tmp;
2387 elmex 1.1
2388 root 1.82 return 0;
2389 elmex 1.1 }
2390    
2391     /* If ob has a field named key, return the link from the list,
2392     * otherwise return NULL.
2393     *
2394     * key must be a passed in shared string - otherwise, this won't
2395     * do the desired thing.
2396     */
2397 root 1.24 key_value *
2398     get_ob_key_link (const object *ob, const char *key)
2399     {
2400 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2401 root 1.48 if (link->key == key)
2402     return link;
2403 root 1.24
2404 root 1.82 return 0;
2405 root 1.24 }
2406 elmex 1.1
2407     /*
2408     * Returns the value of op has an extra_field for key, or NULL.
2409     *
2410     * The argument doesn't need to be a shared string.
2411     *
2412     * The returned string is shared.
2413     */
2414 root 1.24 const char *
2415     get_ob_key_value (const object *op, const char *const key)
2416     {
2417 root 1.35 key_value *link;
2418     shstr_cmp canonical_key (key);
2419 root 1.24
2420 root 1.35 if (!canonical_key)
2421 root 1.24 {
2422     /* 1. There being a field named key on any object
2423     * implies there'd be a shared string to find.
2424     * 2. Since there isn't, no object has this field.
2425     * 3. Therefore, *this* object doesn't have this field.
2426     */
2427 root 1.35 return 0;
2428 elmex 1.1 }
2429    
2430 root 1.24 /* This is copied from get_ob_key_link() above -
2431     * only 4 lines, and saves the function call overhead.
2432     */
2433 root 1.35 for (link = op->key_values; link; link = link->next)
2434     if (link->key == canonical_key)
2435     return link->value;
2436    
2437     return 0;
2438 elmex 1.1 }
2439    
2440    
2441     /*
2442     * Updates the canonical_key in op to value.
2443     *
2444     * canonical_key is a shared string (value doesn't have to be).
2445     *
2446     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2447     * keys.
2448     *
2449     * Returns TRUE on success.
2450     */
2451 root 1.24 int
2452     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2453     {
2454 root 1.82 key_value *field = NULL, *last = NULL;
2455 root 1.24
2456     for (field = op->key_values; field != NULL; field = field->next)
2457     {
2458     if (field->key != canonical_key)
2459     {
2460     last = field;
2461     continue;
2462     }
2463    
2464     if (value)
2465     field->value = value;
2466     else
2467     {
2468     /* Basically, if the archetype has this key set,
2469     * we need to store the null value so when we save
2470     * it, we save the empty value so that when we load,
2471     * we get this value back again.
2472     */
2473     if (get_ob_key_link (&op->arch->clone, canonical_key))
2474     field->value = 0;
2475     else
2476     {
2477     if (last)
2478     last->next = field->next;
2479     else
2480     op->key_values = field->next;
2481    
2482 root 1.29 delete field;
2483 root 1.24 }
2484     }
2485     return TRUE;
2486     }
2487     /* IF we get here, key doesn't exist */
2488    
2489     /* No field, we'll have to add it. */
2490    
2491     if (!add_key)
2492 root 1.82 return FALSE;
2493    
2494 root 1.24 /* There isn't any good reason to store a null
2495     * value in the key/value list. If the archetype has
2496     * this key, then we should also have it, so shouldn't
2497     * be here. If user wants to store empty strings,
2498     * should pass in ""
2499     */
2500     if (value == NULL)
2501 elmex 1.1 return TRUE;
2502 root 1.24
2503     field = new key_value;
2504    
2505     field->key = canonical_key;
2506     field->value = value;
2507     /* Usual prepend-addition. */
2508     field->next = op->key_values;
2509     op->key_values = field;
2510    
2511     return TRUE;
2512 elmex 1.1 }
2513    
2514     /*
2515     * Updates the key in op to value.
2516     *
2517     * If add_key is FALSE, this will only update existing keys,
2518     * and not add new ones.
2519     * In general, should be little reason FALSE is ever passed in for add_key
2520     *
2521     * Returns TRUE on success.
2522     */
2523 root 1.24 int
2524     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2525 root 1.11 {
2526 root 1.29 shstr key_ (key);
2527 root 1.24
2528 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2529 elmex 1.1 }
2530 root 1.31
2531 root 1.34 object::depth_iterator::depth_iterator (object *container)
2532     : iterator_base (container)
2533     {
2534     while (item->inv)
2535     item = item->inv;
2536     }
2537    
2538 root 1.31 void
2539 root 1.34 object::depth_iterator::next ()
2540 root 1.31 {
2541 root 1.34 if (item->below)
2542     {
2543     item = item->below;
2544    
2545     while (item->inv)
2546     item = item->inv;
2547     }
2548 root 1.31 else
2549 root 1.34 item = item->env;
2550 root 1.31 }
2551 root 1.34
2552 elmex 1.97
2553     const char *
2554     object::flag_desc (char *desc, int len) const
2555     {
2556     char *p = desc;
2557     bool first = true;
2558    
2559 root 1.101 *p = 0;
2560    
2561 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2562     {
2563     if (len <= 10) // magic constant!
2564     {
2565     snprintf (p, len, ",...");
2566     break;
2567     }
2568    
2569 root 1.101 if (flag [i])
2570 elmex 1.97 {
2571     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572     len -= cnt;
2573     p += cnt;
2574     first = false;
2575     }
2576     }
2577    
2578     return desc;
2579     }
2580    
2581 root 1.101 // return a suitable string describing an object in enough detail to find it
2582 root 1.36 const char *
2583     object::debug_desc (char *info) const
2584     {
2585 elmex 1.97 char flagdesc[512];
2586     char info2[256 * 4];
2587 root 1.36 char *p = info;
2588    
2589 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2590 elmex 1.97 count, uuid.seq,
2591 root 1.36 &name,
2592 root 1.117 title ? "\",title:\"" : "",
2593 elmex 1.97 title ? (const char *)title : "",
2594     flag_desc (flagdesc, 512), type);
2595 root 1.36
2596     if (env)
2597     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598    
2599     if (map)
2600 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 root 1.36
2602     return info;
2603     }
2604    
2605     const char *
2606     object::debug_desc () const
2607     {
2608 root 1.102 static char info[256 * 4];
2609 root 1.36 return debug_desc (info);
2610     }
2611    
2612 root 1.114 const char *
2613     object::debug_desc2 () const
2614     {
2615     static char info[256 * 4];
2616     return debug_desc (info);
2617     }
2618    
2619 root 1.125 struct region *
2620     object::region () const
2621     {
2622     return map ? map->region (x, y)
2623     : region::default_region ();
2624     }
2625    
2626 root 1.129 const materialtype_t *
2627     object::dominant_material () const
2628     {
2629     if (materialtype_t *mat = name_to_material (materialname))
2630     return mat;
2631    
2632     // omfg this is slow, this has to be temporary :)
2633     shstr unknown ("unknown");
2634    
2635     return name_to_material (unknown);
2636     }
2637    
2638 root 1.130 void
2639     object::open_container (object *new_container)
2640     {
2641     if (container == new_container)
2642     return;
2643    
2644     if (object *old_container = container)
2645     {
2646     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647     return;
2648    
2649     #if 0
2650     // remove the "Close old_container" object.
2651     if (object *closer = old_container->inv)
2652     if (closer->type == CLOSE_CON)
2653     closer->destroy ();
2654     #endif
2655    
2656     old_container->flag [FLAG_APPLIED] = 0;
2657     container = 0;
2658    
2659     esrv_update_item (UPD_FLAGS, this, old_container);
2660     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661     }
2662    
2663     if (new_container)
2664     {
2665     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2666     return;
2667    
2668     // TODO: this does not seem to serve any purpose anymore?
2669     #if 0
2670     // insert the "Close Container" object.
2671     if (archetype *closer = new_container->other_arch)
2672     {
2673     object *closer = arch_to_object (new_container->other_arch);
2674     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2675     new_container->insert (closer);
2676     }
2677     #endif
2678    
2679     new_container->flag [FLAG_APPLIED] = 1;
2680     container = new_container;
2681    
2682     esrv_update_item (UPD_FLAGS, this, new_container);
2683     new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2684     }
2685    
2686     if (contr && contr->ns)
2687     contr->ns->floorbox_update ();
2688     }
2689    
2690