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Revision: 1.147
Committed: Sat May 12 16:06:42 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +27 -6 lines
Log Message:
almost works

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.140 * CrossFire, A Multiplayer game
3 pippijn 1.116 *
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 root 1.146 #include <sproto.h>
35 elmex 1.1 #include <loader.h>
36 root 1.28
37 root 1.68 #include <bitset>
38    
39 elmex 1.1 int nrofallocobjects = 0;
40 root 1.39 static UUID uuid;
41     const uint64 UUID_SKIP = 1<<19;
42 elmex 1.1
43 root 1.108 objectvec objects;
44     activevec actives;
45 elmex 1.1
46 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,
47     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48     };
49     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,
50     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51     };
52     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,
53     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
54     };
55     int freedir[SIZEOFFREE] = {
56     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,
57     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58     };
59 elmex 1.1
60 root 1.39 static void
61     write_uuid (void)
62     {
63     char filename1[MAX_BUF], filename2[MAX_BUF];
64    
65     sprintf (filename1, "%s/uuid", settings.localdir);
66     sprintf (filename2, "%s/uuid~", settings.localdir);
67    
68     FILE *fp;
69    
70     if (!(fp = fopen (filename2, "w")))
71     {
72     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73     return;
74     }
75    
76     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77     fclose (fp);
78     rename (filename2, filename1);
79     }
80    
81     static void
82     read_uuid (void)
83     {
84     char filename[MAX_BUF];
85    
86     sprintf (filename, "%s/uuid", settings.localdir);
87    
88     FILE *fp;
89    
90     if (!(fp = fopen (filename, "r")))
91     {
92     if (errno == ENOENT)
93     {
94     LOG (llevInfo, "RESET uid to 1\n");
95     uuid.seq = 0;
96     write_uuid ();
97     return;
98     }
99    
100     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101     _exit (1);
102     }
103    
104     int version;
105     unsigned long long uid;
106     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107     {
108     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109     _exit (1);
110     }
111    
112     uuid.seq = uid;
113     write_uuid ();
114 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 root 1.39 fclose (fp);
116     }
117    
118     UUID
119     gen_uuid ()
120     {
121     UUID uid;
122    
123     uid.seq = ++uuid.seq;
124    
125     if (!(uuid.seq & (UUID_SKIP - 1)))
126     write_uuid ();
127    
128     return uid;
129     }
130    
131     void
132     init_uuid ()
133     {
134     read_uuid ();
135     }
136    
137 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138 root 1.24 static int
139     compare_ob_value_lists_one (const object *wants, const object *has)
140     {
141     key_value *wants_field;
142    
143     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
144     * objects with lists are rare, and lists stay short. If not, use a
145     * different structure or at least keep the lists sorted...
146     */
147    
148     /* For each field in wants, */
149 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 root 1.24 {
151     key_value *has_field;
152    
153     /* Look for a field in has with the same key. */
154     has_field = get_ob_key_link (has, wants_field->key);
155    
156     if (has_field == NULL)
157     {
158     /* No field with that name. */
159     return FALSE;
160     }
161    
162     /* Found the matching field. */
163     if (has_field->value != wants_field->value)
164     {
165     /* Values don't match, so this half of the comparison is false. */
166     return FALSE;
167     }
168    
169     /* If we get here, we found a match. Now for the next field in wants. */
170 elmex 1.1 }
171 root 1.24
172     /* If we get here, every field in wants has a matching field in has. */
173     return TRUE;
174 elmex 1.1 }
175    
176     /* Returns TRUE if ob1 has the same key_values as ob2. */
177 root 1.24 static int
178     compare_ob_value_lists (const object *ob1, const object *ob2)
179     {
180     /* However, there may be fields in has which aren't partnered in wants,
181     * so we need to run the comparison *twice*. :(
182     */
183     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
184 elmex 1.1 }
185    
186     /* Function examines the 2 objects given to it, and returns true if
187     * they can be merged together.
188     *
189     * Note that this function appears a lot longer than the macro it
190     * replaces - this is mostly for clarity - a decent compiler should hopefully
191     * reduce this to the same efficiency.
192     *
193 root 1.66 * Check nrof variable *before* calling can_merge()
194 elmex 1.1 *
195     * Improvements made with merge: Better checking on potion, and also
196     * check weight
197     */
198 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
199 root 1.16 {
200     /* A couple quicksanity checks */
201 root 1.66 if (ob1 == ob2
202     || ob1->type != ob2->type
203     || ob1->speed != ob2->speed
204     || ob1->value != ob2->value
205     || ob1->name != ob2->name)
206 root 1.16 return 0;
207    
208 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
209 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
210     * value could not be stored in a sint32 (which unfortunately sometimes is
211     * used to store nrof).
212     */
213     if (ob1->nrof + ob2->nrof >= 1UL << 31)
214     return 0;
215    
216     /* If the objects have been identified, set the BEEN_APPLIED flag.
217     * This is to the comparison of the flags below will be OK. We
218     * just can't ignore the been applied or identified flags, as they
219     * are not equal - just if it has been identified, the been_applied
220     * flags lose any meaning.
221     */
222     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224    
225     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 elmex 1.1
228 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
229 root 1.68 || ob1->arch != ob2->arch
230     || ob1->name != ob2->name
231     || ob1->title != ob2->title
232     || ob1->msg != ob2->msg
233     || ob1->weight != ob2->weight
234     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236     || ob1->attacktype != ob2->attacktype
237     || ob1->magic != ob2->magic
238     || ob1->slaying != ob2->slaying
239     || ob1->skill != ob2->skill
240     || ob1->value != ob2->value
241     || ob1->animation_id != ob2->animation_id
242     || ob1->client_type != ob2->client_type
243     || ob1->materialname != ob2->materialname
244     || ob1->lore != ob2->lore
245     || ob1->subtype != ob2->subtype
246     || ob1->move_type != ob2->move_type
247     || ob1->move_block != ob2->move_block
248     || ob1->move_allow != ob2->move_allow
249     || ob1->move_on != ob2->move_on
250     || ob1->move_off != ob2->move_off
251     || ob1->move_slow != ob2->move_slow
252     || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 root 1.16 return 0;
254    
255     /* This is really a spellbook check - really, we should
256     * check all objects in the inventory.
257     */
258     if (ob1->inv || ob2->inv)
259     {
260     /* if one object has inventory but the other doesn't, not equiv */
261     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 root 1.24 return 0;
263 root 1.16
264     /* Now check to see if the two inventory objects could merge */
265 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
266 root 1.24 return 0;
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     //TODO: generate an event or call into perl for additional checks
306     if (ob1->self || ob2->self)
307     {
308     ob1->optimise ();
309     ob2->optimise ();
310    
311     if (ob1->self || ob2->self)
312 root 1.24 return 0;
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 elmex 1.1 /*
320     * sum_weight() is a recursive function which calculates the weight
321     * an object is carrying. It goes through in figures out how much
322     * containers are carrying, and sums it up.
323     */
324 root 1.28 long
325 root 1.24 sum_weight (object *op)
326     {
327 root 1.28 long sum;
328 elmex 1.1 object *inv;
329 root 1.24
330 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 root 1.24 {
332     if (inv->inv)
333     sum_weight (inv);
334 root 1.142
335 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336     }
337 root 1.37
338 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
339 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
340 root 1.37
341 root 1.24 if (op->carrying != sum)
342 elmex 1.1 op->carrying = sum;
343 root 1.37
344 elmex 1.1 return sum;
345     }
346    
347     /**
348     * Return the outermost environment object for a given object.
349     */
350    
351 root 1.24 object *
352     object_get_env_recursive (object *op)
353     {
354     while (op->env != NULL)
355     op = op->env;
356     return op;
357 elmex 1.1 }
358    
359     /*
360     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 root 1.11 * Some error messages.
362 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
363     */
364 root 1.53 char *
365 root 1.24 dump_object (object *op)
366     {
367 root 1.53 if (!op)
368     return strdup ("[NULLOBJ]");
369 elmex 1.1
370 root 1.53 object_freezer freezer;
371 root 1.133 op->write (freezer);
372 root 1.53 return freezer.as_string ();
373 elmex 1.1 }
374    
375     /*
376     * get_nearest_part(multi-object, object 2) returns the part of the
377     * multi-object 1 which is closest to the second object.
378     * If it's not a multi-object, it is returned.
379     */
380    
381 root 1.24 object *
382     get_nearest_part (object *op, const object *pl)
383     {
384     object *tmp, *closest;
385     int last_dist, i;
386    
387     if (op->more == NULL)
388 elmex 1.1 return op;
389 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390     if ((i = distance (tmp, pl)) < last_dist)
391     closest = tmp, last_dist = i;
392 elmex 1.1 return closest;
393     }
394    
395     /*
396     * Returns the object which has the count-variable equal to the argument.
397     */
398 root 1.24 object *
399     find_object (tag_t i)
400     {
401 root 1.112 for_all_objects (op)
402     if (op->count == i)
403     return op;
404    
405     return 0;
406 elmex 1.1 }
407    
408     /*
409     * Returns the first object which has a name equal to the argument.
410     * Used only by the patch command, but not all that useful.
411     * Enables features like "patch <name-of-other-player> food 999"
412     */
413 root 1.24 object *
414     find_object_name (const char *str)
415     {
416 root 1.35 shstr_cmp str_ (str);
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.108 for_all_objects (op)
420 root 1.35 if (op->name == str_)
421 elmex 1.1 break;
422 root 1.11
423 elmex 1.1 return op;
424     }
425    
426 root 1.24 void
427     free_all_object_data ()
428 root 1.14 {
429     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 elmex 1.1 }
431    
432     /*
433     * Sets the owner and sets the skill and exp pointers to owner's current
434     * skill and experience objects.
435     */
436 root 1.24 void
437 root 1.30 object::set_owner (object *owner)
438 elmex 1.1 {
439 root 1.30 if (!owner)
440 root 1.24 return;
441    
442     /* next line added to allow objects which own objects */
443     /* Add a check for ownercounts in here, as I got into an endless loop
444     * with the fireball owning a poison cloud which then owned the
445     * fireball. I believe that was caused by one of the objects getting
446     * freed and then another object replacing it. Since the ownercounts
447     * didn't match, this check is valid and I believe that cause is valid.
448     */
449 root 1.30 while (owner->owner)
450 root 1.24 owner = owner->owner;
451 elmex 1.1
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455 root 1.147 bool
456     object::change_weapon (object *ob)
457 root 1.144 {
458     if (current_weapon == ob)
459 root 1.147 return true;
460 root 1.146
461     if (chosen_skill)
462     chosen_skill->flag [FLAG_APPLIED] = false;
463    
464 root 1.144 current_weapon = ob;
465 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466 root 1.146
467     if (chosen_skill)
468     chosen_skill->flag [FLAG_APPLIED] = true;
469    
470 root 1.144 update_stats ();
471 root 1.147
472     if (ob)
473     {
474     // now check wether any body locations became invalid, in which case
475     // we cannot apply the weapon at the moment.
476     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477     if (slot[i].used < 0)
478     {
479     current_weapon = chosen_skill = 0;
480     update_stats ();
481    
482     new_draw_info_format (NDI_UNIQUE, 0, this,
483     "You try to balance your applied items all at once, but the %s is too much. "
484     "You need to unapply some items first.", &ob->name);
485     return false;
486     }
487    
488     new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489     }
490     else
491     new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492    
493     return true;
494 root 1.144 }
495    
496 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
497     * refcounts and freeing the links.
498     */
499 root 1.24 static void
500     free_key_values (object *op)
501 root 1.11 {
502 root 1.137 for (key_value *i = op->key_values; i; )
503 root 1.11 {
504     key_value *next = i->next;
505     delete i;
506 root 1.24
507 root 1.11 i = next;
508 elmex 1.1 }
509 root 1.24
510 root 1.11 op->key_values = 0;
511 elmex 1.1 }
512    
513 root 1.137 object &
514     object::operator =(const object &src)
515 root 1.11 {
516 root 1.137 bool is_freed = flag [FLAG_FREED];
517     bool is_removed = flag [FLAG_REMOVED];
518 root 1.59
519 root 1.137 *(object_copy *)this = src;
520 elmex 1.1
521 root 1.137 flag [FLAG_FREED] = is_freed;
522     flag [FLAG_REMOVED] = is_removed;
523 elmex 1.1
524 root 1.11 /* Copy over key_values, if any. */
525 root 1.137 if (src.key_values)
526 root 1.14 {
527 root 1.23 key_value *tail = 0;
528 root 1.137 key_values = 0;
529 elmex 1.1
530 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
531 root 1.11 {
532     key_value *new_link = new key_value;
533 root 1.8
534 root 1.24 new_link->next = 0;
535     new_link->key = i->key;
536 root 1.11 new_link->value = i->value;
537    
538     /* Try and be clever here, too. */
539 root 1.137 if (!key_values)
540 root 1.11 {
541 root 1.137 key_values = new_link;
542 root 1.11 tail = new_link;
543 root 1.8 }
544 root 1.11 else
545     {
546     tail->next = new_link;
547     tail = new_link;
548     }
549 root 1.14 }
550     }
551 root 1.137 }
552    
553     /*
554     * copy_to first frees everything allocated by the dst object,
555     * and then copies the contents of itself into the second
556     * object, allocating what needs to be allocated. Basically, any
557     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558     * if the first object is freed, the pointers in the new object
559     * will point at garbage.
560     */
561     void
562     object::copy_to (object *dst)
563     {
564     *dst = *this;
565    
566     if (speed < 0)
567     dst->speed_left = speed_left - rndm ();
568 root 1.2
569 root 1.87 dst->set_speed (dst->speed);
570 elmex 1.1 }
571    
572 root 1.133 void
573     object::instantiate ()
574     {
575     if (!uuid.seq) // HACK
576     uuid = gen_uuid ();
577    
578     speed_left = -0.1f;
579     /* copy the body_info to the body_used - this is only really
580     * need for monsters, but doesn't hurt to do it for everything.
581     * by doing so, when a monster is created, it has good starting
582     * values for the body_used info, so when items are created
583     * for it, they can be properly equipped.
584     */
585 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
586     slot[i].used = slot[i].info;
587 root 1.133
588     attachable::instantiate ();
589     }
590    
591 root 1.65 object *
592     object::clone ()
593     {
594     object *neu = create ();
595     copy_to (neu);
596     return neu;
597     }
598    
599 elmex 1.1 /*
600     * If an object with the IS_TURNABLE() flag needs to be turned due
601     * to the closest player being on the other side, this function can
602     * be called to update the face variable, _and_ how it looks on the map.
603     */
604 root 1.24 void
605     update_turn_face (object *op)
606     {
607 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 root 1.24 return;
609 root 1.96
610 root 1.24 SET_ANIMATION (op, op->direction);
611     update_object (op, UP_OBJ_FACE);
612 elmex 1.1 }
613    
614     /*
615     * Updates the speed of an object. If the speed changes from 0 to another
616     * value, or vice versa, then add/remove the object from the active list.
617     * This function needs to be called whenever the speed of an object changes.
618     */
619 root 1.24 void
620 root 1.87 object::set_speed (float speed)
621 root 1.24 {
622 root 1.87 if (flag [FLAG_FREED] && speed)
623 root 1.24 {
624 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625     speed = 0;
626 elmex 1.1 }
627 root 1.31
628 root 1.87 this->speed = speed;
629    
630 elmex 1.97 if (has_active_speed ())
631 root 1.98 activate ();
632 root 1.24 else
633 root 1.98 deactivate ();
634 elmex 1.1 }
635    
636     /*
637 root 1.75 * update_object() updates the the map.
638 elmex 1.1 * It takes into account invisible objects (and represent squares covered
639     * by invisible objects by whatever is below them (unless it's another
640     * invisible object, etc...)
641     * If the object being updated is beneath a player, the look-window
642     * of that player is updated (this might be a suboptimal way of
643     * updating that window, though, since update_object() is called _often_)
644     *
645     * action is a hint of what the caller believes need to be done.
646     * current action are:
647     * UP_OBJ_INSERT: op was inserted
648     * UP_OBJ_REMOVE: op was removed
649     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
650     * as that is easier than trying to look at what may have changed.
651     * UP_OBJ_FACE: only the objects face has changed.
652     */
653 root 1.24 void
654     update_object (object *op, int action)
655     {
656     if (op == NULL)
657     {
658     /* this should never happen */
659     LOG (llevDebug, "update_object() called for NULL object.\n");
660     return;
661 elmex 1.1 }
662 root 1.24
663 root 1.75 if (op->env)
664 root 1.24 {
665     /* Animation is currently handled by client, so nothing
666     * to do in this case.
667     */
668     return;
669 elmex 1.1 }
670    
671 root 1.24 /* If the map is saving, don't do anything as everything is
672     * going to get freed anyways.
673     */
674     if (!op->map || op->map->in_memory == MAP_SAVING)
675     return;
676    
677     /* make sure the object is within map boundaries */
678 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
679 root 1.24 {
680     LOG (llevError, "update_object() called for object out of map!\n");
681 elmex 1.1 #ifdef MANY_CORES
682 root 1.24 abort ();
683 elmex 1.1 #endif
684 root 1.24 return;
685 elmex 1.1 }
686    
687 root 1.76 mapspace &m = op->ms ();
688 elmex 1.1
689 root 1.99 if (!(m.flags_ & P_UPTODATE))
690 root 1.75 /* nop */;
691     else if (action == UP_OBJ_INSERT)
692     {
693     // this is likely overkill, TODO: revisit (schmorp)
694     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
695     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
696     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
697     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
699     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
700     || (m.move_on | op->move_on ) != m.move_on
701     || (m.move_off | op->move_off ) != m.move_off
702     || (m.move_slow | op->move_slow) != m.move_slow
703     /* This isn't perfect, but I don't expect a lot of objects to
704     * to have move_allow right now.
705     */
706     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
707     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
708 root 1.99 m.flags_ = 0;
709 root 1.75 }
710     /* if the object is being removed, we can't make intelligent
711     * decisions, because remove_ob can't really pass the object
712     * that is being removed.
713     */
714 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
715 root 1.99 m.flags_ = 0;
716 root 1.24 else if (action == UP_OBJ_FACE)
717 root 1.29 /* Nothing to do for that case */ ;
718 root 1.24 else
719 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
720 elmex 1.1
721 root 1.75 if (op->more)
722 root 1.24 update_object (op->more, action);
723 elmex 1.1 }
724    
725 root 1.21 object::object ()
726     {
727 root 1.22 SET_FLAG (this, FLAG_REMOVED);
728    
729     expmul = 1.0;
730     face = blank_face;
731     }
732    
733     object::~object ()
734     {
735 root 1.121 unlink ();
736 root 1.119
737 root 1.22 free_key_values (this);
738     }
739    
740 root 1.112 static int object_count;
741    
742 root 1.24 void object::link ()
743 root 1.22 {
744 root 1.112 assert (!index);//D
745 root 1.41 uuid = gen_uuid ();
746 root 1.112 count = ++object_count;
747 root 1.21
748 root 1.109 refcnt_inc ();
749 root 1.108 objects.insert (this);
750 root 1.21 }
751    
752 root 1.24 void object::unlink ()
753 root 1.21 {
754 root 1.121 if (!index)
755     return;
756    
757 root 1.108 objects.erase (this);
758 root 1.109 refcnt_dec ();
759 root 1.98 }
760    
761 root 1.96 void
762 root 1.98 object::activate ()
763 root 1.96 {
764 root 1.98 /* If already on active list, don't do anything */
765 root 1.108 if (active)
766 root 1.98 return;
767    
768 elmex 1.97 if (has_active_speed ())
769 root 1.108 actives.insert (this);
770 root 1.98 }
771 root 1.96
772 root 1.98 void
773     object::activate_recursive ()
774     {
775     activate ();
776    
777 root 1.104 for (object *op = inv; op; op = op->below)
778 root 1.98 op->activate_recursive ();
779 root 1.96 }
780    
781     /* This function removes object 'op' from the list of active
782     * objects.
783     * This should only be used for style maps or other such
784     * reference maps where you don't want an object that isn't
785     * in play chewing up cpu time getting processed.
786     * The reverse of this is to call update_ob_speed, which
787     * will do the right thing based on the speed of the object.
788     */
789     void
790 root 1.98 object::deactivate ()
791 root 1.96 {
792     /* If not on the active list, nothing needs to be done */
793 root 1.108 if (!active)
794 root 1.96 return;
795    
796 root 1.108 actives.erase (this);
797 root 1.98 }
798 root 1.96
799 root 1.98 void
800     object::deactivate_recursive ()
801     {
802 root 1.104 for (object *op = inv; op; op = op->below)
803 root 1.98 op->deactivate_recursive ();
804    
805     deactivate ();
806 root 1.96 }
807    
808 root 1.106 void
809     object::set_flag_inv (int flag, int value)
810     {
811     for (object *op = inv; op; op = op->below)
812     {
813     op->flag [flag] = value;
814     op->set_flag_inv (flag, value);
815     }
816     }
817    
818 root 1.89 /*
819     * Remove and free all objects in the inventory of the given object.
820     * object.c ?
821     */
822     void
823     object::destroy_inv (bool drop_to_ground)
824     {
825 root 1.94 // need to check first, because the checks below might segfault
826     // as we might be on an invalid mapspace and crossfire code
827     // is too buggy to ensure that the inventory is empty.
828     // corollary: if you create arrows etc. with stuff in tis inventory,
829     // cf will crash below with off-map x and y
830     if (!inv)
831     return;
832    
833 root 1.89 /* Only if the space blocks everything do we not process -
834     * if some form of movement is allowed, let objects
835     * drop on that space.
836     */
837 root 1.92 if (!drop_to_ground
838     || !map
839     || map->in_memory != MAP_IN_MEMORY
840 root 1.122 || map->nodrop
841 root 1.95 || ms ().move_block == MOVE_ALL)
842 root 1.89 {
843     while (inv)
844 root 1.92 {
845     inv->destroy_inv (drop_to_ground);
846     inv->destroy ();
847     }
848 root 1.89 }
849     else
850     { /* Put objects in inventory onto this space */
851     while (inv)
852     {
853     object *op = inv;
854    
855     if (op->flag [FLAG_STARTEQUIP]
856     || op->flag [FLAG_NO_DROP]
857     || op->type == RUNE
858     || op->type == TRAP
859 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
860     || op->flag [FLAG_DESTROY_ON_DEATH])
861 root 1.89 op->destroy ();
862     else
863 root 1.93 map->insert (op, x, y);
864 root 1.89 }
865     }
866     }
867    
868 root 1.21 object *object::create ()
869     {
870 root 1.42 object *op = new object;
871 root 1.22 op->link ();
872     return op;
873 root 1.21 }
874 elmex 1.1
875 root 1.82 void
876     object::do_destroy ()
877 root 1.14 {
878 root 1.112 attachable::do_destroy ();
879    
880 root 1.82 if (flag [FLAG_IS_LINKED])
881     remove_button_link (this);
882 root 1.29
883 root 1.82 if (flag [FLAG_FRIENDLY])
884 root 1.140 remove_friendly_object (this);
885 root 1.32
886 root 1.82 if (!flag [FLAG_REMOVED])
887 root 1.63 remove ();
888 root 1.14
889 root 1.112 destroy_inv (true);
890 root 1.14
891 root 1.112 deactivate ();
892     unlink ();
893 root 1.92
894 root 1.82 flag [FLAG_FREED] = 1;
895 root 1.14
896 root 1.57 // hack to ensure that freed objects still have a valid map
897     {
898     static maptile *freed_map; // freed objects are moved here to avoid crashes
899    
900     if (!freed_map)
901     {
902     freed_map = new maptile;
903    
904     freed_map->name = "/internal/freed_objects_map";
905     freed_map->width = 3;
906     freed_map->height = 3;
907    
908 root 1.96 freed_map->alloc ();
909 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
910 root 1.57 }
911    
912     map = freed_map;
913     x = 1;
914     y = 1;
915     }
916    
917 root 1.82 head = 0;
918 root 1.88
919     if (more)
920     {
921     more->destroy ();
922     more = 0;
923     }
924 root 1.82
925 root 1.44 // clear those pointers that likely might have circular references to us
926     owner = 0;
927     enemy = 0;
928     attacked_by = 0;
929 root 1.82 }
930    
931     void
932     object::destroy (bool destroy_inventory)
933     {
934     if (destroyed ())
935     return;
936    
937     if (destroy_inventory)
938 root 1.89 destroy_inv (false);
939 root 1.22
940 root 1.82 attachable::destroy ();
941 elmex 1.1 }
942    
943     /*
944     * sub_weight() recursively (outwards) subtracts a number from the
945     * weight of an object (and what is carried by it's environment(s)).
946     */
947 root 1.24 void
948     sub_weight (object *op, signed long weight)
949     {
950     while (op != NULL)
951     {
952     if (op->type == CONTAINER)
953 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
954    
955 root 1.24 op->carrying -= weight;
956     op = op->env;
957 elmex 1.1 }
958     }
959    
960 root 1.63 /* op->remove ():
961 elmex 1.1 * This function removes the object op from the linked list of objects
962     * which it is currently tied to. When this function is done, the
963     * object will have no environment. If the object previously had an
964     * environment, the x and y coordinates will be updated to
965     * the previous environment.
966     */
967 root 1.24 void
968 root 1.128 object::do_remove ()
969 root 1.24 {
970 root 1.45 object *tmp, *last = 0;
971     object *otmp;
972 root 1.26
973 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
974 root 1.29 return;
975 root 1.24
976 root 1.59 SET_FLAG (this, FLAG_REMOVED);
977 root 1.82 INVOKE_OBJECT (REMOVE, this);
978 root 1.26
979 root 1.59 if (more)
980     more->remove ();
981 root 1.24
982     /*
983     * In this case, the object to be removed is in someones
984     * inventory.
985     */
986 root 1.59 if (env)
987 root 1.24 {
988 root 1.59 if (nrof)
989     sub_weight (env, weight * nrof);
990 root 1.24 else
991 root 1.59 sub_weight (env, weight + carrying);
992 root 1.24
993     /* NO_FIX_PLAYER is set when a great many changes are being
994     * made to players inventory. If set, avoiding the call
995     * to save cpu time.
996     */
997 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
998 root 1.78 otmp->update_stats ();
999 root 1.24
1000 root 1.96 if (above)
1001 root 1.59 above->below = below;
1002 root 1.24 else
1003 root 1.59 env->inv = below;
1004 root 1.24
1005 root 1.96 if (below)
1006 root 1.59 below->above = above;
1007 root 1.24
1008     /* we set up values so that it could be inserted into
1009     * the map, but we don't actually do that - it is up
1010     * to the caller to decide what we want to do.
1011     */
1012 root 1.59 x = env->x, y = env->y;
1013     map = env->map;
1014     above = 0, below = 0;
1015     env = 0;
1016     }
1017     else if (map)
1018     {
1019 root 1.96 if (type == PLAYER)
1020     {
1021 root 1.130 // leaving a spot always closes any open container on the ground
1022     if (container && !container->env)
1023     // this causes spurious floorbox updates, but it ensures
1024     // that the CLOSE event is being sent.
1025     close_container ();
1026    
1027 root 1.96 --map->players;
1028 root 1.100 map->touch ();
1029 root 1.96 }
1030    
1031 root 1.98 map->dirty = true;
1032 root 1.117 mapspace &ms = this->ms ();
1033 elmex 1.1
1034 root 1.29 /* link the object above us */
1035 root 1.59 if (above)
1036     above->below = below;
1037 root 1.29 else
1038 root 1.117 ms.top = below; /* we were top, set new top */
1039 root 1.24
1040 root 1.29 /* Relink the object below us, if there is one */
1041 root 1.59 if (below)
1042     below->above = above;
1043 root 1.29 else
1044     {
1045     /* Nothing below, which means we need to relink map object for this space
1046     * use translated coordinates in case some oddness with map tiling is
1047     * evident
1048     */
1049 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1050 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 ());
1051 elmex 1.1
1052 root 1.117 ms.bot = above; /* goes on above it. */
1053 root 1.8 }
1054 root 1.26
1055 root 1.59 above = 0;
1056     below = 0;
1057 root 1.26
1058 root 1.59 if (map->in_memory == MAP_SAVING)
1059 root 1.29 return;
1060 elmex 1.1
1061 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 elmex 1.1
1063 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 root 1.24 {
1065 root 1.29 /* No point updating the players look faces if he is the object
1066     * being removed.
1067 root 1.24 */
1068 root 1.29
1069 root 1.59 if (tmp->type == PLAYER && tmp != this)
1070 root 1.24 {
1071 root 1.29 /* If a container that the player is currently using somehow gets
1072     * removed (most likely destroyed), update the player view
1073     * appropriately.
1074     */
1075 root 1.59 if (tmp->container == this)
1076 root 1.29 {
1077 root 1.82 flag [FLAG_APPLIED] = 0;
1078 root 1.59 tmp->container = 0;
1079 root 1.29 }
1080    
1081 root 1.82 if (tmp->contr->ns)
1082     tmp->contr->ns->floorbox_update ();
1083 root 1.8 }
1084 root 1.26
1085 root 1.96 /* See if object moving off should effect something */
1086 root 1.50 if (check_walk_off
1087 root 1.59 && ((move_type & tmp->move_off)
1088     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1089 root 1.29 {
1090 elmex 1.72 move_apply (tmp, this, 0);
1091 root 1.24
1092 root 1.59 if (destroyed ())
1093 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 root 1.8 }
1095    
1096 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1097 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 root 1.29 if (tmp->above == tmp)
1099 root 1.59 tmp->above = 0;
1100 root 1.8
1101 root 1.29 last = tmp;
1102     }
1103 root 1.26
1104 root 1.96 /* last == NULL if there are no objects on this space */
1105     //TODO: this makes little sense, why only update the topmost object?
1106 root 1.59 if (!last)
1107 root 1.99 map->at (x, y).flags_ = 0;
1108 root 1.29 else
1109     update_object (last, UP_OBJ_REMOVE);
1110 root 1.26
1111 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1112 root 1.59 update_all_los (map, x, y);
1113 elmex 1.1 }
1114     }
1115    
1116     /*
1117     * merge_ob(op,top):
1118     *
1119     * This function goes through all objects below and including top, and
1120     * merges op to the first matching object.
1121     * If top is NULL, it is calculated.
1122     * Returns pointer to object if it succeded in the merge, otherwise NULL
1123     */
1124 root 1.24 object *
1125     merge_ob (object *op, object *top)
1126     {
1127     if (!op->nrof)
1128 elmex 1.1 return 0;
1129 root 1.29
1130 root 1.82 if (top)
1131     for (top = op; top && top->above; top = top->above)
1132     ;
1133 root 1.29
1134 root 1.82 for (; top; top = top->below)
1135 elmex 1.1 {
1136 root 1.24 if (top == op)
1137     continue;
1138 root 1.66
1139     if (object::can_merge (op, top))
1140 root 1.24 {
1141     top->nrof += op->nrof;
1142    
1143 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1144 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1145 root 1.64 op->destroy ();
1146 root 1.24 return top;
1147     }
1148 elmex 1.1 }
1149 root 1.29
1150 root 1.45 return 0;
1151 elmex 1.1 }
1152    
1153 root 1.138 void
1154     object::expand_tail ()
1155     {
1156     if (more)
1157     return;
1158    
1159     object *prev = this;
1160    
1161     for (archetype *at = arch->more; at; at = at->more)
1162     {
1163     object *op = arch_to_object (at);
1164    
1165     op->name = name;
1166     op->name_pl = name_pl;
1167     op->title = title;
1168    
1169     op->head = this;
1170     prev->more = op;
1171    
1172     prev = op;
1173     }
1174     }
1175    
1176 elmex 1.1 /*
1177 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1178     * job preparing multi-part monsters.
1179 elmex 1.1 */
1180 root 1.24 object *
1181 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182 root 1.24 {
1183 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 root 1.24 {
1185     tmp->x = x + tmp->arch->clone.x;
1186     tmp->y = y + tmp->arch->clone.y;
1187 elmex 1.1 }
1188 root 1.29
1189 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1190 elmex 1.1 }
1191    
1192     /*
1193     * insert_ob_in_map (op, map, originator, flag):
1194     * This function inserts the object in the two-way linked list
1195     * which represents what is on a map.
1196     * The second argument specifies the map, and the x and y variables
1197     * in the object about to be inserted specifies the position.
1198     *
1199     * originator: Player, monster or other object that caused 'op' to be inserted
1200     * into 'map'. May be NULL.
1201     *
1202     * flag is a bitmask about special things to do (or not do) when this
1203     * function is called. see the object.h file for the INS_ values.
1204     * Passing 0 for flag gives proper default values, so flag really only needs
1205     * to be set if special handling is needed.
1206     *
1207     * Return value:
1208     * new object if 'op' was merged with other object
1209     * NULL if 'op' was destroyed
1210     * just 'op' otherwise
1211     */
1212 root 1.24 object *
1213 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214 elmex 1.1 {
1215 root 1.138 assert (!op->flag [FLAG_FREED]);
1216    
1217 root 1.25 object *tmp, *top, *floor = NULL;
1218 elmex 1.1
1219 root 1.117 op->remove ();
1220    
1221 root 1.139 #if 0
1222 root 1.138 if (!m->active != !op->active)
1223     if (m->active)
1224     op->activate_recursive ();
1225     else
1226     op->deactivate_recursive ();
1227 root 1.139 #endif
1228 root 1.25
1229 root 1.24 if (out_of_map (m, op->x, op->y))
1230     {
1231 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1232 elmex 1.1 #ifdef MANY_CORES
1233 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1234     * is likely to cause a crash. Better to find out where it is getting
1235     * improperly inserted.
1236     */
1237     abort ();
1238 elmex 1.1 #endif
1239 root 1.24 return op;
1240 elmex 1.1 }
1241 root 1.25
1242 root 1.117 if (object *more = op->more)
1243 root 1.24 {
1244 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1245 root 1.24 {
1246     if (!op->head)
1247     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248 root 1.26
1249 root 1.82 return 0;
1250 root 1.8 }
1251 root 1.24 }
1252 root 1.25
1253 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1254 root 1.8
1255 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1256     * of areas of callers (eg, anything that uses find_free_spot would now
1257     * need extra work
1258     */
1259 root 1.117 if (!xy_normalise (m, op->x, op->y))
1260     return 0;
1261    
1262     op->map = m;
1263     mapspace &ms = op->ms ();
1264 root 1.24
1265     /* this has to be done after we translate the coordinates.
1266     */
1267     if (op->nrof && !(flag & INS_NO_MERGE))
1268 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1269 root 1.66 if (object::can_merge (op, tmp))
1270 root 1.25 {
1271     op->nrof += tmp->nrof;
1272 root 1.64 tmp->destroy ();
1273 root 1.25 }
1274 root 1.24
1275     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277 root 1.25
1278 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279     CLEAR_FLAG (op, FLAG_NO_STEAL);
1280    
1281     if (flag & INS_BELOW_ORIGINATOR)
1282     {
1283     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284     {
1285     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286     abort ();
1287     }
1288 root 1.25
1289 root 1.24 op->above = originator;
1290     op->below = originator->below;
1291 root 1.25
1292 root 1.24 if (op->below)
1293     op->below->above = op;
1294     else
1295 root 1.117 ms.bot = op;
1296 root 1.25
1297 root 1.24 /* since *below* originator, no need to update top */
1298     originator->below = op;
1299 elmex 1.1 }
1300 root 1.24 else
1301     {
1302 root 1.117 top = ms.bot;
1303    
1304 root 1.24 /* If there are other objects, then */
1305 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1306 root 1.24 {
1307 root 1.96 object *last = 0;
1308 root 1.24
1309     /*
1310     * If there are multiple objects on this space, we do some trickier handling.
1311     * We've already dealt with merging if appropriate.
1312     * Generally, we want to put the new object on top. But if
1313     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314     * floor, we want to insert above that and no further.
1315     * Also, if there are spell objects on this space, we stop processing
1316     * once we get to them. This reduces the need to traverse over all of
1317     * them when adding another one - this saves quite a bit of cpu time
1318     * when lots of spells are cast in one area. Currently, it is presumed
1319     * that flying non pickable objects are spell objects.
1320     */
1321 root 1.117 for (top = ms.bot; top; top = top->above)
1322 root 1.24 {
1323     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324     floor = top;
1325 root 1.26
1326 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))
1327     {
1328     /* We insert above top, so we want this object below this */
1329     top = top->below;
1330     break;
1331     }
1332 root 1.26
1333 root 1.24 last = top;
1334     }
1335 root 1.26
1336 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1337     top = last;
1338 root 1.8
1339 root 1.24 /* We let update_position deal with figuring out what the space
1340     * looks like instead of lots of conditions here.
1341     * makes things faster, and effectively the same result.
1342     */
1343    
1344     /* Have object 'fall below' other objects that block view.
1345 root 1.135 * Unless those objects are exits.
1346 root 1.24 * If INS_ON_TOP is used, don't do this processing
1347     * Need to find the object that in fact blocks view, otherwise
1348     * stacking is a bit odd.
1349     */
1350 root 1.117 if (!(flag & INS_ON_TOP)
1351     && ms.flags () & P_BLOCKSVIEW
1352 root 1.135 && (op->face && !faces [op->face].visibility))
1353 root 1.24 {
1354     for (last = top; last != floor; last = last->below)
1355     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356     break;
1357 root 1.117
1358 root 1.24 /* Check to see if we found the object that blocks view,
1359     * and make sure we have a below pointer for it so that
1360     * we can get inserted below this one, which requires we
1361     * set top to the object below us.
1362     */
1363     if (last && last->below && last != floor)
1364     top = last->below;
1365 root 1.8 }
1366 root 1.24 } /* If objects on this space */
1367 root 1.25
1368 root 1.24 if (flag & INS_MAP_LOAD)
1369 root 1.117 top = ms.top;
1370 root 1.25
1371 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1372     top = floor;
1373    
1374     /* Top is the object that our object (op) is going to get inserted above.
1375     */
1376    
1377     /* First object on this space */
1378     if (!top)
1379     {
1380 root 1.117 op->above = ms.bot;
1381 root 1.25
1382 root 1.24 if (op->above)
1383     op->above->below = op;
1384 root 1.25
1385 root 1.96 op->below = 0;
1386 root 1.117 ms.bot = op;
1387 root 1.24 }
1388     else
1389     { /* get inserted into the stack above top */
1390     op->above = top->above;
1391 root 1.25
1392 root 1.24 if (op->above)
1393     op->above->below = op;
1394 root 1.25
1395 root 1.24 op->below = top;
1396     top->above = op;
1397     }
1398 root 1.25
1399 root 1.96 if (!op->above)
1400 root 1.117 ms.top = op;
1401 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1402 root 1.8
1403 root 1.24 if (op->type == PLAYER)
1404 root 1.96 {
1405     op->contr->do_los = 1;
1406     ++op->map->players;
1407 root 1.100 op->map->touch ();
1408 root 1.96 }
1409 root 1.24
1410 root 1.98 op->map->dirty = true;
1411    
1412 root 1.24 /* If we have a floor, we know the player, if any, will be above
1413     * it, so save a few ticks and start from there.
1414     */
1415     if (!(flag & INS_MAP_LOAD))
1416 root 1.117 if (object *pl = ms.player ())
1417 root 1.82 if (pl->contr->ns)
1418     pl->contr->ns->floorbox_update ();
1419 root 1.24
1420     /* If this object glows, it may affect lighting conditions that are
1421     * visible to others on this map. But update_all_los is really
1422     * an inefficient way to do this, as it means los for all players
1423     * on the map will get recalculated. The players could very well
1424     * be far away from this change and not affected in any way -
1425     * this should get redone to only look for players within range,
1426 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1427 root 1.24 * of effect may be sufficient.
1428     */
1429 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1430 root 1.24 update_all_los (op->map, op->x, op->y);
1431    
1432     /* updates flags (blocked, alive, no magic, etc) for this map space */
1433     update_object (op, UP_OBJ_INSERT);
1434    
1435 root 1.82 INVOKE_OBJECT (INSERT, op);
1436    
1437 root 1.24 /* Don't know if moving this to the end will break anything. However,
1438 root 1.70 * we want to have floorbox_update called before calling this.
1439 root 1.24 *
1440     * check_move_on() must be after this because code called from
1441     * check_move_on() depends on correct map flags (so functions like
1442     * blocked() and wall() work properly), and these flags are updated by
1443     * update_object().
1444     */
1445    
1446     /* if this is not the head or flag has been passed, don't check walk on status */
1447     if (!(flag & INS_NO_WALK_ON) && !op->head)
1448     {
1449     if (check_move_on (op, originator))
1450 root 1.82 return 0;
1451 elmex 1.1
1452 root 1.24 /* If we are a multi part object, lets work our way through the check
1453     * walk on's.
1454     */
1455     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1456     if (check_move_on (tmp, originator))
1457 root 1.82 return 0;
1458 elmex 1.1 }
1459 root 1.25
1460 root 1.24 return op;
1461 elmex 1.1 }
1462    
1463     /* this function inserts an object in the map, but if it
1464 root 1.75 * finds an object of its own type, it'll remove that one first.
1465     * op is the object to insert it under: supplies x and the map.
1466 elmex 1.1 */
1467 root 1.24 void
1468     replace_insert_ob_in_map (const char *arch_string, object *op)
1469     {
1470 root 1.75 object *tmp, *tmp1;
1471 elmex 1.1
1472 root 1.24 /* first search for itself and remove any old instances */
1473 elmex 1.1
1474 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476     tmp->destroy ();
1477 elmex 1.1
1478 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1479 elmex 1.1
1480 root 1.24 tmp1->x = op->x;
1481     tmp1->y = op->y;
1482     insert_ob_in_map (tmp1, op->map, op, 0);
1483     }
1484 elmex 1.1
1485 root 1.93 object *
1486     object::insert_at (object *where, object *originator, int flags)
1487     {
1488 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1489 root 1.93 }
1490    
1491 elmex 1.1 /*
1492     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1493     * is returned contains nr objects, and the remaining parts contains
1494     * the rest (or is removed and freed if that number is 0).
1495     * On failure, NULL is returned, and the reason put into the
1496     * global static errmsg array.
1497     */
1498 root 1.24 object *
1499     get_split_ob (object *orig_ob, uint32 nr)
1500     {
1501 root 1.64 object *newob;
1502     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1503 root 1.24
1504     if (orig_ob->nrof < nr)
1505     {
1506     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1507     return NULL;
1508     }
1509 root 1.29
1510 root 1.24 newob = object_create_clone (orig_ob);
1511 root 1.29
1512 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1513 root 1.63 orig_ob->destroy (1);
1514 root 1.24 else if (!is_removed)
1515     {
1516     if (orig_ob->env != NULL)
1517     sub_weight (orig_ob->env, orig_ob->weight * nr);
1518     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1519     {
1520     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1521     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1522     return NULL;
1523 root 1.8 }
1524 elmex 1.1 }
1525 root 1.29
1526 root 1.24 newob->nrof = nr;
1527 elmex 1.1
1528 root 1.24 return newob;
1529 elmex 1.1 }
1530    
1531     /*
1532     * decrease_ob_nr(object, number) decreases a specified number from
1533     * the amount of an object. If the amount reaches 0, the object
1534     * is subsequently removed and freed.
1535     *
1536     * Return value: 'op' if something is left, NULL if the amount reached 0
1537     */
1538 root 1.24 object *
1539     decrease_ob_nr (object *op, uint32 i)
1540 elmex 1.1 {
1541 root 1.29 object *tmp;
1542 elmex 1.1
1543 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1544     return op;
1545    
1546     if (i > op->nrof)
1547     i = op->nrof;
1548    
1549     if (QUERY_FLAG (op, FLAG_REMOVED))
1550 root 1.29 op->nrof -= i;
1551 root 1.73 else if (op->env)
1552 root 1.24 {
1553     /* is this object in the players inventory, or sub container
1554     * therein?
1555     */
1556 root 1.74 tmp = op->in_player ();
1557 root 1.24 /* nope. Is this a container the player has opened?
1558     * If so, set tmp to that player.
1559     * IMO, searching through all the players will mostly
1560     * likely be quicker than following op->env to the map,
1561     * and then searching the map for a player.
1562     */
1563     if (!tmp)
1564 root 1.81 for_all_players (pl)
1565     if (pl->ob->container == op->env)
1566     {
1567     tmp = pl->ob;
1568     break;
1569     }
1570 elmex 1.1
1571 root 1.24 if (i < op->nrof)
1572     {
1573     sub_weight (op->env, op->weight * i);
1574     op->nrof -= i;
1575     if (tmp)
1576 root 1.73 esrv_send_item (tmp, op);
1577 root 1.24 }
1578     else
1579     {
1580 root 1.63 op->remove ();
1581 root 1.24 op->nrof = 0;
1582     if (tmp)
1583 root 1.73 esrv_del_item (tmp->contr, op->count);
1584 elmex 1.1 }
1585     }
1586 root 1.24 else
1587 elmex 1.1 {
1588 root 1.29 object *above = op->above;
1589 elmex 1.1
1590 root 1.24 if (i < op->nrof)
1591 root 1.29 op->nrof -= i;
1592 root 1.24 else
1593     {
1594 root 1.63 op->remove ();
1595 root 1.24 op->nrof = 0;
1596     }
1597 root 1.29
1598 root 1.24 /* Since we just removed op, op->above is null */
1599 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1600 root 1.24 if (tmp->type == PLAYER)
1601     {
1602     if (op->nrof)
1603     esrv_send_item (tmp, op);
1604     else
1605     esrv_del_item (tmp->contr, op->count);
1606     }
1607 elmex 1.1 }
1608    
1609 root 1.24 if (op->nrof)
1610 root 1.29 return op;
1611 root 1.24 else
1612     {
1613 root 1.64 op->destroy ();
1614 root 1.73 return 0;
1615 elmex 1.1 }
1616     }
1617    
1618     /*
1619     * add_weight(object, weight) adds the specified weight to an object,
1620     * and also updates how much the environment(s) is/are carrying.
1621     */
1622 root 1.24 void
1623     add_weight (object *op, signed long weight)
1624     {
1625     while (op != NULL)
1626     {
1627     if (op->type == CONTAINER)
1628 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1629    
1630 root 1.24 op->carrying += weight;
1631     op = op->env;
1632     }
1633 elmex 1.1 }
1634    
1635 root 1.24 object *
1636     insert_ob_in_ob (object *op, object *where)
1637     {
1638 root 1.59 if (!where)
1639 root 1.24 {
1640 root 1.53 char *dump = dump_object (op);
1641     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642     free (dump);
1643 root 1.24 return op;
1644     }
1645 root 1.29
1646 root 1.24 if (where->head)
1647     {
1648 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 root 1.24 where = where->head;
1650     }
1651 root 1.29
1652 root 1.59 return where->insert (op);
1653     }
1654    
1655     /*
1656     * env->insert (op)
1657     * This function inserts the object op in the linked list
1658     * inside the object environment.
1659     *
1660     * The function returns now pointer to inserted item, and return value can
1661     * be != op, if items are merged. -Tero
1662     */
1663     object *
1664     object::insert (object *op)
1665     {
1666     object *tmp, *otmp;
1667    
1668     if (!QUERY_FLAG (op, FLAG_REMOVED))
1669     op->remove ();
1670    
1671 root 1.24 if (op->more)
1672     {
1673     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674     return op;
1675     }
1676 root 1.29
1677 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678     CLEAR_FLAG (op, FLAG_REMOVED);
1679     if (op->nrof)
1680     {
1681 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1682 root 1.66 if (object::can_merge (tmp, op))
1683 root 1.24 {
1684     /* return the original object and remove inserted object
1685     (client needs the original object) */
1686     tmp->nrof += op->nrof;
1687     /* Weight handling gets pretty funky. Since we are adding to
1688     * tmp->nrof, we need to increase the weight.
1689     */
1690 root 1.59 add_weight (this, op->weight * op->nrof);
1691 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1692 root 1.59 op->destroy (); /* free the inserted object */
1693 root 1.24 op = tmp;
1694 root 1.59 op->remove (); /* and fix old object's links */
1695 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1696     break;
1697     }
1698    
1699     /* I assume combined objects have no inventory
1700     * We add the weight - this object could have just been removed
1701     * (if it was possible to merge). calling remove_ob will subtract
1702     * the weight, so we need to add it in again, since we actually do
1703     * the linking below
1704     */
1705 root 1.59 add_weight (this, op->weight * op->nrof);
1706 root 1.24 }
1707     else
1708 root 1.59 add_weight (this, (op->weight + op->carrying));
1709 elmex 1.1
1710 root 1.74 otmp = this->in_player ();
1711 root 1.59 if (otmp && otmp->contr)
1712     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 root 1.78 otmp->update_stats ();
1714 elmex 1.1
1715 root 1.74 op->map = 0;
1716 root 1.59 op->env = this;
1717 root 1.74 op->above = 0;
1718     op->below = 0;
1719 root 1.24 op->x = 0, op->y = 0;
1720 elmex 1.1
1721     /* reset the light list and los of the players on the map */
1722 root 1.59 if ((op->glow_radius != 0) && map)
1723 root 1.24 {
1724 elmex 1.1 #ifdef DEBUG_LIGHTS
1725 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726     #endif /* DEBUG_LIGHTS */
1727 root 1.84 if (map->darkness)
1728 root 1.59 update_all_los (map, x, y);
1729 root 1.24 }
1730 elmex 1.1
1731     /* Client has no idea of ordering so lets not bother ordering it here.
1732     * It sure simplifies this function...
1733     */
1734 root 1.59 if (!inv)
1735     inv = op;
1736 root 1.24 else
1737     {
1738 root 1.59 op->below = inv;
1739 elmex 1.1 op->below->above = op;
1740 root 1.59 inv = op;
1741 root 1.24 }
1742 root 1.59
1743 root 1.82 INVOKE_OBJECT (INSERT, this);
1744    
1745 elmex 1.1 return op;
1746     }
1747    
1748     /*
1749     * Checks if any objects has a move_type that matches objects
1750     * that effect this object on this space. Call apply() to process
1751     * these events.
1752     *
1753     * Any speed-modification due to SLOW_MOVE() of other present objects
1754     * will affect the speed_left of the object.
1755     *
1756     * originator: Player, monster or other object that caused 'op' to be inserted
1757     * into 'map'. May be NULL.
1758     *
1759     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1760     *
1761     * 4-21-95 added code to check if appropriate skill was readied - this will
1762     * permit faster movement by the player through this terrain. -b.t.
1763     *
1764     * MSW 2001-07-08: Check all objects on space, not just those below
1765     * object being inserted. insert_ob_in_map may not put new objects
1766     * on top.
1767     */
1768 root 1.24 int
1769     check_move_on (object *op, object *originator)
1770 elmex 1.1 {
1771 root 1.48 object *tmp;
1772 root 1.49 maptile *m = op->map;
1773 root 1.48 int x = op->x, y = op->y;
1774 root 1.26
1775 root 1.48 MoveType move_on, move_slow, move_block;
1776 root 1.24
1777     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778     return 0;
1779    
1780     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1781     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1782     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1783    
1784     /* if nothing on this space will slow op down or be applied,
1785     * no need to do checking below. have to make sure move_type
1786     * is set, as lots of objects don't have it set - we treat that
1787     * as walking.
1788     */
1789     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1790     return 0;
1791 elmex 1.1
1792 root 1.24 /* This is basically inverse logic of that below - basically,
1793     * if the object can avoid the move on or slow move, they do so,
1794     * but can't do it if the alternate movement they are using is
1795     * blocked. Logic on this seems confusing, but does seem correct.
1796     */
1797     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1798     return 0;
1799    
1800     /* The objects have to be checked from top to bottom.
1801     * Hence, we first go to the top:
1802     */
1803    
1804 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 root 1.24 {
1806     /* Trim the search when we find the first other spell effect
1807     * this helps performance so that if a space has 50 spell objects,
1808     * we don't need to check all of them.
1809     */
1810     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811     break;
1812     }
1813 root 1.26
1814     for (; tmp; tmp = tmp->below)
1815 root 1.24 {
1816     if (tmp == op)
1817     continue; /* Can't apply yourself */
1818 elmex 1.1
1819 root 1.24 /* Check to see if one of the movement types should be slowed down.
1820     * Second check makes sure that the movement types not being slowed
1821     * (~slow_move) is not blocked on this space - just because the
1822     * space doesn't slow down swimming (for example), if you can't actually
1823     * swim on that space, can't use it to avoid the penalty.
1824     */
1825     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826     {
1827     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829     {
1830 elmex 1.1
1831 root 1.29 float
1832 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1833 elmex 1.1
1834 root 1.24 if (op->type == PLAYER)
1835 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1836     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1837     diff /= 4.0;
1838    
1839 root 1.24 op->speed_left -= diff;
1840 root 1.8 }
1841     }
1842 elmex 1.1
1843 root 1.24 /* Basically same logic as above, except now for actual apply. */
1844     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1845     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1846     {
1847 elmex 1.72 move_apply (tmp, op, originator);
1848 root 1.24
1849 root 1.48 if (op->destroyed ())
1850 root 1.24 return 1;
1851    
1852     /* what the person/creature stepped onto has moved the object
1853     * someplace new. Don't process any further - if we did,
1854     * have a feeling strange problems would result.
1855     */
1856     if (op->map != m || op->x != x || op->y != y)
1857     return 0;
1858 root 1.8 }
1859 elmex 1.1 }
1860 root 1.26
1861 root 1.24 return 0;
1862 elmex 1.1 }
1863    
1864     /*
1865     * present_arch(arch, map, x, y) searches for any objects with
1866     * a matching archetype at the given map and coordinates.
1867     * The first matching object is returned, or NULL if none.
1868     */
1869 root 1.24 object *
1870 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1871 root 1.24 {
1872 root 1.104 if (!m || out_of_map (m, x, y))
1873 root 1.24 {
1874     LOG (llevError, "Present_arch called outside map.\n");
1875     return NULL;
1876     }
1877 root 1.84
1878 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 root 1.24 if (tmp->arch == at)
1880 elmex 1.1 return tmp;
1881 root 1.84
1882 elmex 1.1 return NULL;
1883     }
1884    
1885     /*
1886     * present(type, map, x, y) searches for any objects with
1887     * a matching type variable at the given map and coordinates.
1888     * The first matching object is returned, or NULL if none.
1889     */
1890 root 1.24 object *
1891 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1892 root 1.24 {
1893     if (out_of_map (m, x, y))
1894     {
1895     LOG (llevError, "Present called outside map.\n");
1896     return NULL;
1897     }
1898 root 1.84
1899 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1900 root 1.24 if (tmp->type == type)
1901 elmex 1.1 return tmp;
1902 root 1.84
1903 elmex 1.1 return NULL;
1904     }
1905    
1906     /*
1907     * present_in_ob(type, object) searches for any objects with
1908     * a matching type variable in the inventory of the given object.
1909     * The first matching object is returned, or NULL if none.
1910     */
1911 root 1.24 object *
1912     present_in_ob (unsigned char type, const object *op)
1913     {
1914 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1915 root 1.24 if (tmp->type == type)
1916 elmex 1.1 return tmp;
1917 root 1.84
1918 elmex 1.1 return NULL;
1919     }
1920    
1921     /*
1922     * present_in_ob (type, str, object) searches for any objects with
1923     * a matching type & name variable in the inventory of the given object.
1924     * The first matching object is returned, or NULL if none.
1925     * This is mostly used by spell effect code, so that we only
1926     * have one spell effect at a time.
1927     * type can be used to narrow the search - if type is set,
1928     * the type must also match. -1 can be passed for the type,
1929     * in which case the type does not need to pass.
1930     * str is the string to match against. Note that we match against
1931     * the object name, not the archetype name. this is so that the
1932     * spell code can use one object type (force), but change it's name
1933     * to be unique.
1934     */
1935 root 1.24 object *
1936     present_in_ob_by_name (int type, const char *str, const object *op)
1937     {
1938 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1940     return tmp;
1941 elmex 1.1
1942 root 1.82 return 0;
1943 elmex 1.1 }
1944    
1945     /*
1946     * present_arch_in_ob(archetype, object) searches for any objects with
1947     * a matching archetype in the inventory of the given object.
1948     * The first matching object is returned, or NULL if none.
1949     */
1950 root 1.24 object *
1951     present_arch_in_ob (const archetype *at, const object *op)
1952     {
1953 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1954 root 1.24 if (tmp->arch == at)
1955 elmex 1.1 return tmp;
1956 root 1.82
1957 elmex 1.1 return NULL;
1958     }
1959    
1960     /*
1961     * activate recursively a flag on an object inventory
1962     */
1963 root 1.24 void
1964     flag_inv (object *op, int flag)
1965     {
1966     if (op->inv)
1967 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1968 root 1.24 {
1969     SET_FLAG (tmp, flag);
1970     flag_inv (tmp, flag);
1971 elmex 1.1 }
1972 root 1.82 }
1973    
1974     /*
1975     * deactivate recursively a flag on an object inventory
1976     */
1977 root 1.24 void
1978     unflag_inv (object *op, int flag)
1979     {
1980     if (op->inv)
1981 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1982 root 1.24 {
1983     CLEAR_FLAG (tmp, flag);
1984     unflag_inv (tmp, flag);
1985 elmex 1.1 }
1986     }
1987    
1988     /*
1989     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990     * all it's inventory (recursively).
1991     * If checksums are used, a player will get set_cheat called for
1992     * him/her-self and all object carried by a call to this function.
1993     */
1994 root 1.24 void
1995     set_cheat (object *op)
1996     {
1997     SET_FLAG (op, FLAG_WAS_WIZ);
1998     flag_inv (op, FLAG_WAS_WIZ);
1999 elmex 1.1 }
2000    
2001     /*
2002     * find_free_spot(object, map, x, y, start, stop) will search for
2003     * a spot at the given map and coordinates which will be able to contain
2004     * the given object. start and stop specifies how many squares
2005     * to search (see the freearr_x/y[] definition).
2006     * It returns a random choice among the alternatives found.
2007     * start and stop are where to start relative to the free_arr array (1,9
2008     * does all 4 immediate directions). This returns the index into the
2009     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010     * Note - this only checks to see if there is space for the head of the
2011     * object - if it is a multispace object, this should be called for all
2012     * pieces.
2013     * Note2: This function does correctly handle tiled maps, but does not
2014     * inform the caller. However, insert_ob_in_map will update as
2015     * necessary, so the caller shouldn't need to do any special work.
2016     * Note - updated to take an object instead of archetype - this is necessary
2017     * because arch_blocked (now ob_blocked) needs to know the movement type
2018     * to know if the space in question will block the object. We can't use
2019     * the archetype because that isn't correct if the monster has been
2020     * customized, changed states, etc.
2021     */
2022 root 1.24 int
2023 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024 root 1.24 {
2025 root 1.82 int index = 0, flag;
2026     int altern[SIZEOFFREE];
2027 root 1.24
2028 root 1.82 for (int i = start; i < stop; i++)
2029 root 1.24 {
2030     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2031     if (!flag)
2032 root 1.82 altern [index++] = i;
2033 root 1.24
2034     /* Basically, if we find a wall on a space, we cut down the search size.
2035     * In this way, we won't return spaces that are on another side of a wall.
2036     * This mostly work, but it cuts down the search size in all directions -
2037     * if the space being examined only has a wall to the north and empty
2038     * spaces in all the other directions, this will reduce the search space
2039     * to only the spaces immediately surrounding the target area, and
2040     * won't look 2 spaces south of the target space.
2041     */
2042 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2043 root 1.24 stop = maxfree[i];
2044 elmex 1.1 }
2045 root 1.74
2046 root 1.24 if (!index)
2047     return -1;
2048 root 1.74
2049 root 1.124 return altern [rndm (index)];
2050 elmex 1.1 }
2051    
2052     /*
2053 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2054 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2055     * But it will return the first available spot, not a random choice.
2056     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2057     */
2058 root 1.24 int
2059 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060 root 1.24 {
2061 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2062     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2063     return i;
2064 root 1.24
2065     return -1;
2066 elmex 1.1 }
2067    
2068     /*
2069     * The function permute(arr, begin, end) randomly reorders the array
2070     * arr[begin..end-1].
2071 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2072 elmex 1.1 */
2073 root 1.24 static void
2074     permute (int *arr, int begin, int end)
2075 elmex 1.1 {
2076 root 1.82 arr += begin;
2077     end -= begin;
2078    
2079     while (--end)
2080 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2081 elmex 1.1 }
2082    
2083     /* new function to make monster searching more efficient, and effective!
2084     * This basically returns a randomized array (in the passed pointer) of
2085     * the spaces to find monsters. In this way, it won't always look for
2086     * monsters to the north first. However, the size of the array passed
2087     * covers all the spaces, so within that size, all the spaces within
2088     * the 3x3 area will be searched, just not in a predictable order.
2089     */
2090 root 1.24 void
2091     get_search_arr (int *search_arr)
2092 elmex 1.1 {
2093 root 1.82 int i;
2094 elmex 1.1
2095 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2096 root 1.82 search_arr[i] = i;
2097 elmex 1.1
2098 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2099     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2100     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2101 elmex 1.1 }
2102    
2103     /*
2104     * find_dir(map, x, y, exclude) will search some close squares in the
2105     * given map at the given coordinates for live objects.
2106     * It will not considered the object given as exclude among possible
2107     * live objects.
2108     * It returns the direction toward the first/closest live object if finds
2109     * any, otherwise 0.
2110     * Perhaps incorrectly, but I'm making the assumption that exclude
2111     * is actually want is going to try and move there. We need this info
2112     * because we have to know what movement the thing looking to move
2113     * there is capable of.
2114     */
2115 root 1.24 int
2116 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2117 root 1.24 {
2118 root 1.82 int i, max = SIZEOFFREE, mflags;
2119 root 1.29
2120     sint16 nx, ny;
2121 root 1.82 object *tmp;
2122     maptile *mp;
2123 root 1.29
2124     MoveType blocked, move_type;
2125 root 1.24
2126     if (exclude && exclude->head)
2127     {
2128     exclude = exclude->head;
2129     move_type = exclude->move_type;
2130     }
2131     else
2132     {
2133     /* If we don't have anything, presume it can use all movement types. */
2134     move_type = MOVE_ALL;
2135     }
2136    
2137     for (i = 1; i < max; i++)
2138     {
2139     mp = m;
2140     nx = x + freearr_x[i];
2141     ny = y + freearr_y[i];
2142    
2143     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144 root 1.75
2145 root 1.24 if (mflags & P_OUT_OF_MAP)
2146 root 1.75 max = maxfree[i];
2147 root 1.24 else
2148     {
2149 root 1.82 mapspace &ms = mp->at (nx, ny);
2150    
2151     blocked = ms.move_block;
2152 root 1.24
2153     if ((move_type & blocked) == move_type)
2154 root 1.75 max = maxfree[i];
2155 root 1.24 else if (mflags & P_IS_ALIVE)
2156     {
2157 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2160 root 1.75 break;
2161    
2162 root 1.24 if (tmp)
2163 root 1.75 return freedir[i];
2164 root 1.8 }
2165     }
2166 elmex 1.1 }
2167 root 1.75
2168 root 1.24 return 0;
2169 elmex 1.1 }
2170    
2171     /*
2172     * distance(object 1, object 2) will return the square of the
2173     * distance between the two given objects.
2174     */
2175 root 1.24 int
2176     distance (const object *ob1, const object *ob2)
2177     {
2178 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2179 elmex 1.1 }
2180    
2181     /*
2182     * find_dir_2(delta-x,delta-y) will return a direction in which
2183     * an object which has subtracted the x and y coordinates of another
2184     * object, needs to travel toward it.
2185     */
2186 root 1.24 int
2187     find_dir_2 (int x, int y)
2188     {
2189 root 1.75 int q;
2190 elmex 1.1
2191 root 1.24 if (y)
2192     q = x * 100 / y;
2193 elmex 1.1 else if (x)
2194 root 1.24 q = -300 * x;
2195 elmex 1.1 else
2196     return 0;
2197    
2198 root 1.24 if (y > 0)
2199     {
2200     if (q < -242)
2201     return 3;
2202     if (q < -41)
2203     return 2;
2204     if (q < 41)
2205     return 1;
2206     if (q < 242)
2207     return 8;
2208     return 7;
2209     }
2210 elmex 1.1
2211     if (q < -242)
2212 root 1.24 return 7;
2213 elmex 1.1 if (q < -41)
2214 root 1.24 return 6;
2215 elmex 1.1 if (q < 41)
2216 root 1.24 return 5;
2217 elmex 1.1 if (q < 242)
2218 root 1.24 return 4;
2219 elmex 1.1
2220 root 1.24 return 3;
2221 elmex 1.1 }
2222    
2223     /*
2224     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225     * between two directions (which are expected to be absolute (see absdir())
2226     */
2227 root 1.24 int
2228     dirdiff (int dir1, int dir2)
2229     {
2230 root 1.82 int d;
2231 root 1.24
2232     d = abs (dir1 - dir2);
2233     if (d > 4)
2234 elmex 1.1 d = 8 - d;
2235 root 1.82
2236 elmex 1.1 return d;
2237     }
2238    
2239     /* peterm:
2240     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241     * Basically, this is a table of directions, and what directions
2242     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2243     * This basically means that if direction is 15, then it could either go
2244     * direction 4, 14, or 16 to get back to where we are.
2245     * Moved from spell_util.c to object.c with the other related direction
2246     * functions.
2247     */
2248 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2249 root 1.24 {0, 0, 0}, /* 0 */
2250     {0, 0, 0}, /* 1 */
2251     {0, 0, 0}, /* 2 */
2252     {0, 0, 0}, /* 3 */
2253     {0, 0, 0}, /* 4 */
2254     {0, 0, 0}, /* 5 */
2255     {0, 0, 0}, /* 6 */
2256     {0, 0, 0}, /* 7 */
2257     {0, 0, 0}, /* 8 */
2258     {8, 1, 2}, /* 9 */
2259     {1, 2, -1}, /* 10 */
2260     {2, 10, 12}, /* 11 */
2261     {2, 3, -1}, /* 12 */
2262     {2, 3, 4}, /* 13 */
2263     {3, 4, -1}, /* 14 */
2264     {4, 14, 16}, /* 15 */
2265     {5, 4, -1}, /* 16 */
2266     {4, 5, 6}, /* 17 */
2267     {6, 5, -1}, /* 18 */
2268     {6, 20, 18}, /* 19 */
2269     {7, 6, -1}, /* 20 */
2270     {6, 7, 8}, /* 21 */
2271     {7, 8, -1}, /* 22 */
2272     {8, 22, 24}, /* 23 */
2273     {8, 1, -1}, /* 24 */
2274     {24, 9, 10}, /* 25 */
2275     {9, 10, -1}, /* 26 */
2276     {10, 11, -1}, /* 27 */
2277     {27, 11, 29}, /* 28 */
2278     {11, 12, -1}, /* 29 */
2279     {12, 13, -1}, /* 30 */
2280     {12, 13, 14}, /* 31 */
2281     {13, 14, -1}, /* 32 */
2282     {14, 15, -1}, /* 33 */
2283     {33, 15, 35}, /* 34 */
2284     {16, 15, -1}, /* 35 */
2285     {17, 16, -1}, /* 36 */
2286     {18, 17, 16}, /* 37 */
2287     {18, 17, -1}, /* 38 */
2288     {18, 19, -1}, /* 39 */
2289     {41, 19, 39}, /* 40 */
2290     {19, 20, -1}, /* 41 */
2291     {20, 21, -1}, /* 42 */
2292     {20, 21, 22}, /* 43 */
2293     {21, 22, -1}, /* 44 */
2294     {23, 22, -1}, /* 45 */
2295     {45, 47, 23}, /* 46 */
2296     {23, 24, -1}, /* 47 */
2297     {24, 9, -1}
2298     }; /* 48 */
2299 elmex 1.1
2300     /* Recursive routine to step back and see if we can
2301     * find a path to that monster that we found. If not,
2302     * we don't bother going toward it. Returns 1 if we
2303     * can see a direct way to get it
2304     * Modified to be map tile aware -.MSW
2305     */
2306 root 1.24 int
2307 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2308 root 1.24 {
2309 root 1.29 sint16 dx, dy;
2310 root 1.75 int mflags;
2311 root 1.24
2312     if (dir < 0)
2313     return 0; /* exit condition: invalid direction */
2314    
2315     dx = x + freearr_x[dir];
2316     dy = y + freearr_y[dir];
2317    
2318     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2319    
2320     /* This functional arguably was incorrect before - it was
2321     * checking for P_WALL - that was basically seeing if
2322     * we could move to the monster - this is being more
2323     * literal on if we can see it. To know if we can actually
2324     * move to the monster, we'd need the monster passed in or
2325     * at least its move type.
2326     */
2327     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328     return 0;
2329    
2330     /* yes, can see. */
2331     if (dir < 9)
2332     return 1;
2333 root 1.75
2334     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2335     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2337 root 1.24 }
2338    
2339 elmex 1.1 /*
2340     * can_pick(picker, item): finds out if an object is possible to be
2341     * picked up by the picker. Returnes 1 if it can be
2342     * picked up, otherwise 0.
2343     *
2344     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345     * core dumps if they do.
2346     *
2347     * Add a check so we can't pick up invisible objects (0.93.8)
2348     */
2349    
2350 root 1.24 int
2351     can_pick (const object *who, const object *item)
2352     {
2353     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2356 elmex 1.1 }
2357    
2358     /*
2359     * create clone from object to another
2360     */
2361 root 1.24 object *
2362     object_create_clone (object *asrc)
2363     {
2364 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2365 elmex 1.1
2366 root 1.24 if (!asrc)
2367 root 1.62 return 0;
2368    
2369 root 1.24 src = asrc;
2370     if (src->head)
2371     src = src->head;
2372    
2373 root 1.62 prev = 0;
2374 root 1.24 for (part = src; part; part = part->more)
2375     {
2376 root 1.65 tmp = part->clone ();
2377 root 1.24 tmp->x -= src->x;
2378     tmp->y -= src->y;
2379 root 1.62
2380 root 1.24 if (!part->head)
2381     {
2382     dst = tmp;
2383 root 1.62 tmp->head = 0;
2384 root 1.24 }
2385     else
2386 root 1.75 tmp->head = dst;
2387 root 1.62
2388     tmp->more = 0;
2389    
2390 root 1.24 if (prev)
2391     prev->more = tmp;
2392 root 1.62
2393 root 1.24 prev = tmp;
2394 elmex 1.1 }
2395 root 1.24
2396     for (item = src->inv; item; item = item->below)
2397 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2398 elmex 1.1
2399 root 1.24 return dst;
2400 elmex 1.1 }
2401    
2402     /* This returns the first object in who's inventory that
2403     * has the same type and subtype match.
2404     * returns NULL if no match.
2405     */
2406 root 1.24 object *
2407     find_obj_by_type_subtype (const object *who, int type, int subtype)
2408 elmex 1.1 {
2409 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2410 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2411     return tmp;
2412 elmex 1.1
2413 root 1.82 return 0;
2414 elmex 1.1 }
2415    
2416     /* If ob has a field named key, return the link from the list,
2417     * otherwise return NULL.
2418     *
2419     * key must be a passed in shared string - otherwise, this won't
2420     * do the desired thing.
2421     */
2422 root 1.24 key_value *
2423     get_ob_key_link (const object *ob, const char *key)
2424     {
2425 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2426 root 1.48 if (link->key == key)
2427     return link;
2428 root 1.24
2429 root 1.82 return 0;
2430 root 1.24 }
2431 elmex 1.1
2432     /*
2433     * Returns the value of op has an extra_field for key, or NULL.
2434     *
2435     * The argument doesn't need to be a shared string.
2436     *
2437     * The returned string is shared.
2438     */
2439 root 1.24 const char *
2440     get_ob_key_value (const object *op, const char *const key)
2441     {
2442 root 1.35 key_value *link;
2443     shstr_cmp canonical_key (key);
2444 root 1.24
2445 root 1.35 if (!canonical_key)
2446 root 1.24 {
2447     /* 1. There being a field named key on any object
2448     * implies there'd be a shared string to find.
2449     * 2. Since there isn't, no object has this field.
2450     * 3. Therefore, *this* object doesn't have this field.
2451     */
2452 root 1.35 return 0;
2453 elmex 1.1 }
2454    
2455 root 1.24 /* This is copied from get_ob_key_link() above -
2456     * only 4 lines, and saves the function call overhead.
2457     */
2458 root 1.35 for (link = op->key_values; link; link = link->next)
2459     if (link->key == canonical_key)
2460     return link->value;
2461    
2462     return 0;
2463 elmex 1.1 }
2464    
2465     /*
2466     * Updates the canonical_key in op to value.
2467     *
2468     * canonical_key is a shared string (value doesn't have to be).
2469     *
2470     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471     * keys.
2472     *
2473     * Returns TRUE on success.
2474     */
2475 root 1.24 int
2476     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477     {
2478 root 1.82 key_value *field = NULL, *last = NULL;
2479 root 1.24
2480     for (field = op->key_values; field != NULL; field = field->next)
2481     {
2482     if (field->key != canonical_key)
2483     {
2484     last = field;
2485     continue;
2486     }
2487    
2488     if (value)
2489     field->value = value;
2490     else
2491     {
2492     /* Basically, if the archetype has this key set,
2493     * we need to store the null value so when we save
2494     * it, we save the empty value so that when we load,
2495     * we get this value back again.
2496     */
2497     if (get_ob_key_link (&op->arch->clone, canonical_key))
2498     field->value = 0;
2499     else
2500     {
2501     if (last)
2502     last->next = field->next;
2503     else
2504     op->key_values = field->next;
2505    
2506 root 1.29 delete field;
2507 root 1.24 }
2508     }
2509     return TRUE;
2510     }
2511     /* IF we get here, key doesn't exist */
2512    
2513     /* No field, we'll have to add it. */
2514    
2515     if (!add_key)
2516 root 1.82 return FALSE;
2517    
2518 root 1.24 /* There isn't any good reason to store a null
2519     * value in the key/value list. If the archetype has
2520     * this key, then we should also have it, so shouldn't
2521     * be here. If user wants to store empty strings,
2522     * should pass in ""
2523     */
2524     if (value == NULL)
2525 elmex 1.1 return TRUE;
2526 root 1.24
2527     field = new key_value;
2528    
2529     field->key = canonical_key;
2530     field->value = value;
2531     /* Usual prepend-addition. */
2532     field->next = op->key_values;
2533     op->key_values = field;
2534    
2535     return TRUE;
2536 elmex 1.1 }
2537    
2538     /*
2539     * Updates the key in op to value.
2540     *
2541     * If add_key is FALSE, this will only update existing keys,
2542     * and not add new ones.
2543     * In general, should be little reason FALSE is ever passed in for add_key
2544     *
2545     * Returns TRUE on success.
2546     */
2547 root 1.24 int
2548     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549 root 1.11 {
2550 root 1.29 shstr key_ (key);
2551 root 1.24
2552 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2553 elmex 1.1 }
2554 root 1.31
2555 root 1.34 object::depth_iterator::depth_iterator (object *container)
2556     : iterator_base (container)
2557     {
2558     while (item->inv)
2559     item = item->inv;
2560     }
2561    
2562 root 1.31 void
2563 root 1.34 object::depth_iterator::next ()
2564 root 1.31 {
2565 root 1.34 if (item->below)
2566     {
2567     item = item->below;
2568    
2569     while (item->inv)
2570     item = item->inv;
2571     }
2572 root 1.31 else
2573 root 1.34 item = item->env;
2574 root 1.31 }
2575 root 1.34
2576 elmex 1.97
2577     const char *
2578     object::flag_desc (char *desc, int len) const
2579     {
2580     char *p = desc;
2581     bool first = true;
2582    
2583 root 1.101 *p = 0;
2584    
2585 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2586     {
2587     if (len <= 10) // magic constant!
2588     {
2589     snprintf (p, len, ",...");
2590     break;
2591     }
2592    
2593 root 1.101 if (flag [i])
2594 elmex 1.97 {
2595     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596     len -= cnt;
2597     p += cnt;
2598     first = false;
2599     }
2600     }
2601    
2602     return desc;
2603     }
2604    
2605 root 1.101 // return a suitable string describing an object in enough detail to find it
2606 root 1.36 const char *
2607     object::debug_desc (char *info) const
2608     {
2609 elmex 1.97 char flagdesc[512];
2610     char info2[256 * 4];
2611 root 1.36 char *p = info;
2612    
2613 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 elmex 1.97 count, uuid.seq,
2615 root 1.36 &name,
2616 root 1.117 title ? "\",title:\"" : "",
2617 elmex 1.97 title ? (const char *)title : "",
2618     flag_desc (flagdesc, 512), type);
2619 root 1.36
2620     if (env)
2621     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622    
2623     if (map)
2624 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 root 1.36
2626     return info;
2627     }
2628    
2629     const char *
2630     object::debug_desc () const
2631     {
2632 root 1.143 static char info[3][256 * 4];
2633     static int info_idx;
2634 root 1.36
2635 root 1.143 return debug_desc (info [++info_idx % 3]);
2636 root 1.114 }
2637    
2638 root 1.125 struct region *
2639     object::region () const
2640     {
2641     return map ? map->region (x, y)
2642     : region::default_region ();
2643     }
2644    
2645 root 1.129 const materialtype_t *
2646     object::dominant_material () const
2647     {
2648     if (materialtype_t *mat = name_to_material (materialname))
2649     return mat;
2650    
2651     // omfg this is slow, this has to be temporary :)
2652     shstr unknown ("unknown");
2653    
2654     return name_to_material (unknown);
2655     }
2656    
2657 root 1.130 void
2658     object::open_container (object *new_container)
2659     {
2660     if (container == new_container)
2661     return;
2662    
2663     if (object *old_container = container)
2664     {
2665     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666     return;
2667    
2668     #if 0
2669     // remove the "Close old_container" object.
2670     if (object *closer = old_container->inv)
2671     if (closer->type == CLOSE_CON)
2672     closer->destroy ();
2673     #endif
2674    
2675     old_container->flag [FLAG_APPLIED] = 0;
2676     container = 0;
2677    
2678     esrv_update_item (UPD_FLAGS, this, old_container);
2679     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680     }
2681    
2682     if (new_container)
2683     {
2684     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685     return;
2686    
2687     // TODO: this does not seem to serve any purpose anymore?
2688     #if 0
2689     // insert the "Close Container" object.
2690     if (archetype *closer = new_container->other_arch)
2691     {
2692     object *closer = arch_to_object (new_container->other_arch);
2693     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694     new_container->insert (closer);
2695     }
2696     #endif
2697    
2698 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699    
2700 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2701     container = new_container;
2702    
2703     esrv_update_item (UPD_FLAGS, this, new_container);
2704 root 1.131 esrv_send_inventory (this, new_container);
2705 root 1.130 }
2706     }
2707    
2708