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Revision: 1.148
Committed: Mon May 14 19:08:25 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.147: +19 -2 lines
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# 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 1.148 int
456     object::slottype () const
457     {
458     if (type == SKILL)
459     {
460     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462     }
463     else
464     {
465     if (slot [body_combat].info) return slot_combat;
466     if (slot [body_range ].info) return slot_ranged;
467     }
468    
469     return slot_none;
470     }
471    
472 root 1.147 bool
473     object::change_weapon (object *ob)
474 root 1.144 {
475     if (current_weapon == ob)
476 root 1.147 return true;
477 root 1.146
478     if (chosen_skill)
479     chosen_skill->flag [FLAG_APPLIED] = false;
480    
481 root 1.144 current_weapon = ob;
482 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483 root 1.146
484     if (chosen_skill)
485     chosen_skill->flag [FLAG_APPLIED] = true;
486    
487 root 1.144 update_stats ();
488 root 1.147
489     if (ob)
490     {
491     // now check wether any body locations became invalid, in which case
492     // we cannot apply the weapon at the moment.
493     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494     if (slot[i].used < 0)
495     {
496     current_weapon = chosen_skill = 0;
497     update_stats ();
498    
499     new_draw_info_format (NDI_UNIQUE, 0, this,
500     "You try to balance your applied items all at once, but the %s is too much. "
501     "You need to unapply some items first.", &ob->name);
502     return false;
503     }
504    
505 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 root 1.147 }
507     else
508 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509 root 1.147
510     return true;
511 root 1.144 }
512    
513 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
514     * refcounts and freeing the links.
515     */
516 root 1.24 static void
517     free_key_values (object *op)
518 root 1.11 {
519 root 1.137 for (key_value *i = op->key_values; i; )
520 root 1.11 {
521     key_value *next = i->next;
522     delete i;
523 root 1.24
524 root 1.11 i = next;
525 elmex 1.1 }
526 root 1.24
527 root 1.11 op->key_values = 0;
528 elmex 1.1 }
529    
530 root 1.137 object &
531     object::operator =(const object &src)
532 root 1.11 {
533 root 1.137 bool is_freed = flag [FLAG_FREED];
534     bool is_removed = flag [FLAG_REMOVED];
535 root 1.59
536 root 1.137 *(object_copy *)this = src;
537 elmex 1.1
538 root 1.137 flag [FLAG_FREED] = is_freed;
539     flag [FLAG_REMOVED] = is_removed;
540 elmex 1.1
541 root 1.11 /* Copy over key_values, if any. */
542 root 1.137 if (src.key_values)
543 root 1.14 {
544 root 1.23 key_value *tail = 0;
545 root 1.137 key_values = 0;
546 elmex 1.1
547 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
548 root 1.11 {
549     key_value *new_link = new key_value;
550 root 1.8
551 root 1.24 new_link->next = 0;
552     new_link->key = i->key;
553 root 1.11 new_link->value = i->value;
554    
555     /* Try and be clever here, too. */
556 root 1.137 if (!key_values)
557 root 1.11 {
558 root 1.137 key_values = new_link;
559 root 1.11 tail = new_link;
560 root 1.8 }
561 root 1.11 else
562     {
563     tail->next = new_link;
564     tail = new_link;
565     }
566 root 1.14 }
567     }
568 root 1.137 }
569    
570     /*
571     * copy_to first frees everything allocated by the dst object,
572     * and then copies the contents of itself into the second
573     * object, allocating what needs to be allocated. Basically, any
574     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575     * if the first object is freed, the pointers in the new object
576     * will point at garbage.
577     */
578     void
579     object::copy_to (object *dst)
580     {
581     *dst = *this;
582    
583     if (speed < 0)
584     dst->speed_left = speed_left - rndm ();
585 root 1.2
586 root 1.87 dst->set_speed (dst->speed);
587 elmex 1.1 }
588    
589 root 1.133 void
590     object::instantiate ()
591     {
592     if (!uuid.seq) // HACK
593     uuid = gen_uuid ();
594    
595     speed_left = -0.1f;
596     /* copy the body_info to the body_used - this is only really
597     * need for monsters, but doesn't hurt to do it for everything.
598     * by doing so, when a monster is created, it has good starting
599     * values for the body_used info, so when items are created
600     * for it, they can be properly equipped.
601     */
602 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
603     slot[i].used = slot[i].info;
604 root 1.133
605     attachable::instantiate ();
606     }
607    
608 root 1.65 object *
609     object::clone ()
610     {
611     object *neu = create ();
612     copy_to (neu);
613     return neu;
614     }
615    
616 elmex 1.1 /*
617     * If an object with the IS_TURNABLE() flag needs to be turned due
618     * to the closest player being on the other side, this function can
619     * be called to update the face variable, _and_ how it looks on the map.
620     */
621 root 1.24 void
622     update_turn_face (object *op)
623     {
624 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
625 root 1.24 return;
626 root 1.96
627 root 1.24 SET_ANIMATION (op, op->direction);
628     update_object (op, UP_OBJ_FACE);
629 elmex 1.1 }
630    
631     /*
632     * Updates the speed of an object. If the speed changes from 0 to another
633     * value, or vice versa, then add/remove the object from the active list.
634     * This function needs to be called whenever the speed of an object changes.
635     */
636 root 1.24 void
637 root 1.87 object::set_speed (float speed)
638 root 1.24 {
639 root 1.87 if (flag [FLAG_FREED] && speed)
640 root 1.24 {
641 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642     speed = 0;
643 elmex 1.1 }
644 root 1.31
645 root 1.87 this->speed = speed;
646    
647 elmex 1.97 if (has_active_speed ())
648 root 1.98 activate ();
649 root 1.24 else
650 root 1.98 deactivate ();
651 elmex 1.1 }
652    
653     /*
654 root 1.75 * update_object() updates the the map.
655 elmex 1.1 * It takes into account invisible objects (and represent squares covered
656     * by invisible objects by whatever is below them (unless it's another
657     * invisible object, etc...)
658     * If the object being updated is beneath a player, the look-window
659     * of that player is updated (this might be a suboptimal way of
660     * updating that window, though, since update_object() is called _often_)
661     *
662     * action is a hint of what the caller believes need to be done.
663     * current action are:
664     * UP_OBJ_INSERT: op was inserted
665     * UP_OBJ_REMOVE: op was removed
666     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
667     * as that is easier than trying to look at what may have changed.
668     * UP_OBJ_FACE: only the objects face has changed.
669     */
670 root 1.24 void
671     update_object (object *op, int action)
672     {
673     if (op == NULL)
674     {
675     /* this should never happen */
676     LOG (llevDebug, "update_object() called for NULL object.\n");
677     return;
678 elmex 1.1 }
679 root 1.24
680 root 1.75 if (op->env)
681 root 1.24 {
682     /* Animation is currently handled by client, so nothing
683     * to do in this case.
684     */
685     return;
686 elmex 1.1 }
687    
688 root 1.24 /* If the map is saving, don't do anything as everything is
689     * going to get freed anyways.
690     */
691     if (!op->map || op->map->in_memory == MAP_SAVING)
692     return;
693    
694     /* make sure the object is within map boundaries */
695 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
696 root 1.24 {
697     LOG (llevError, "update_object() called for object out of map!\n");
698 elmex 1.1 #ifdef MANY_CORES
699 root 1.24 abort ();
700 elmex 1.1 #endif
701 root 1.24 return;
702 elmex 1.1 }
703    
704 root 1.76 mapspace &m = op->ms ();
705 elmex 1.1
706 root 1.99 if (!(m.flags_ & P_UPTODATE))
707 root 1.75 /* nop */;
708     else if (action == UP_OBJ_INSERT)
709     {
710     // this is likely overkill, TODO: revisit (schmorp)
711     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
712     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
713     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
714     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
716     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
717     || (m.move_on | op->move_on ) != m.move_on
718     || (m.move_off | op->move_off ) != m.move_off
719     || (m.move_slow | op->move_slow) != m.move_slow
720     /* This isn't perfect, but I don't expect a lot of objects to
721     * to have move_allow right now.
722     */
723     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
724     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
725 root 1.99 m.flags_ = 0;
726 root 1.75 }
727     /* if the object is being removed, we can't make intelligent
728     * decisions, because remove_ob can't really pass the object
729     * that is being removed.
730     */
731 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
732 root 1.99 m.flags_ = 0;
733 root 1.24 else if (action == UP_OBJ_FACE)
734 root 1.29 /* Nothing to do for that case */ ;
735 root 1.24 else
736 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
737 elmex 1.1
738 root 1.75 if (op->more)
739 root 1.24 update_object (op->more, action);
740 elmex 1.1 }
741    
742 root 1.21 object::object ()
743     {
744 root 1.22 SET_FLAG (this, FLAG_REMOVED);
745    
746     expmul = 1.0;
747     face = blank_face;
748     }
749    
750     object::~object ()
751     {
752 root 1.121 unlink ();
753 root 1.119
754 root 1.22 free_key_values (this);
755     }
756    
757 root 1.112 static int object_count;
758    
759 root 1.24 void object::link ()
760 root 1.22 {
761 root 1.112 assert (!index);//D
762 root 1.41 uuid = gen_uuid ();
763 root 1.112 count = ++object_count;
764 root 1.21
765 root 1.109 refcnt_inc ();
766 root 1.108 objects.insert (this);
767 root 1.21 }
768    
769 root 1.24 void object::unlink ()
770 root 1.21 {
771 root 1.121 if (!index)
772     return;
773    
774 root 1.108 objects.erase (this);
775 root 1.109 refcnt_dec ();
776 root 1.98 }
777    
778 root 1.96 void
779 root 1.98 object::activate ()
780 root 1.96 {
781 root 1.98 /* If already on active list, don't do anything */
782 root 1.108 if (active)
783 root 1.98 return;
784    
785 elmex 1.97 if (has_active_speed ())
786 root 1.108 actives.insert (this);
787 root 1.98 }
788 root 1.96
789 root 1.98 void
790     object::activate_recursive ()
791     {
792     activate ();
793    
794 root 1.104 for (object *op = inv; op; op = op->below)
795 root 1.98 op->activate_recursive ();
796 root 1.96 }
797    
798     /* This function removes object 'op' from the list of active
799     * objects.
800     * This should only be used for style maps or other such
801     * reference maps where you don't want an object that isn't
802     * in play chewing up cpu time getting processed.
803     * The reverse of this is to call update_ob_speed, which
804     * will do the right thing based on the speed of the object.
805     */
806     void
807 root 1.98 object::deactivate ()
808 root 1.96 {
809     /* If not on the active list, nothing needs to be done */
810 root 1.108 if (!active)
811 root 1.96 return;
812    
813 root 1.108 actives.erase (this);
814 root 1.98 }
815 root 1.96
816 root 1.98 void
817     object::deactivate_recursive ()
818     {
819 root 1.104 for (object *op = inv; op; op = op->below)
820 root 1.98 op->deactivate_recursive ();
821    
822     deactivate ();
823 root 1.96 }
824    
825 root 1.106 void
826     object::set_flag_inv (int flag, int value)
827     {
828     for (object *op = inv; op; op = op->below)
829     {
830     op->flag [flag] = value;
831     op->set_flag_inv (flag, value);
832     }
833     }
834    
835 root 1.89 /*
836     * Remove and free all objects in the inventory of the given object.
837     * object.c ?
838     */
839     void
840     object::destroy_inv (bool drop_to_ground)
841     {
842 root 1.94 // need to check first, because the checks below might segfault
843     // as we might be on an invalid mapspace and crossfire code
844     // is too buggy to ensure that the inventory is empty.
845     // corollary: if you create arrows etc. with stuff in tis inventory,
846     // cf will crash below with off-map x and y
847     if (!inv)
848     return;
849    
850 root 1.89 /* Only if the space blocks everything do we not process -
851     * if some form of movement is allowed, let objects
852     * drop on that space.
853     */
854 root 1.92 if (!drop_to_ground
855     || !map
856     || map->in_memory != MAP_IN_MEMORY
857 root 1.122 || map->nodrop
858 root 1.95 || ms ().move_block == MOVE_ALL)
859 root 1.89 {
860     while (inv)
861 root 1.92 {
862     inv->destroy_inv (drop_to_ground);
863     inv->destroy ();
864     }
865 root 1.89 }
866     else
867     { /* Put objects in inventory onto this space */
868     while (inv)
869     {
870     object *op = inv;
871    
872     if (op->flag [FLAG_STARTEQUIP]
873     || op->flag [FLAG_NO_DROP]
874     || op->type == RUNE
875     || op->type == TRAP
876 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
877     || op->flag [FLAG_DESTROY_ON_DEATH])
878 root 1.89 op->destroy ();
879     else
880 root 1.93 map->insert (op, x, y);
881 root 1.89 }
882     }
883     }
884    
885 root 1.21 object *object::create ()
886     {
887 root 1.42 object *op = new object;
888 root 1.22 op->link ();
889     return op;
890 root 1.21 }
891 elmex 1.1
892 root 1.82 void
893     object::do_destroy ()
894 root 1.14 {
895 root 1.112 attachable::do_destroy ();
896    
897 root 1.82 if (flag [FLAG_IS_LINKED])
898     remove_button_link (this);
899 root 1.29
900 root 1.82 if (flag [FLAG_FRIENDLY])
901 root 1.140 remove_friendly_object (this);
902 root 1.32
903 root 1.82 if (!flag [FLAG_REMOVED])
904 root 1.63 remove ();
905 root 1.14
906 root 1.112 destroy_inv (true);
907 root 1.14
908 root 1.112 deactivate ();
909     unlink ();
910 root 1.92
911 root 1.82 flag [FLAG_FREED] = 1;
912 root 1.14
913 root 1.57 // hack to ensure that freed objects still have a valid map
914     {
915     static maptile *freed_map; // freed objects are moved here to avoid crashes
916    
917     if (!freed_map)
918     {
919     freed_map = new maptile;
920    
921     freed_map->name = "/internal/freed_objects_map";
922     freed_map->width = 3;
923     freed_map->height = 3;
924    
925 root 1.96 freed_map->alloc ();
926 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
927 root 1.57 }
928    
929     map = freed_map;
930     x = 1;
931     y = 1;
932     }
933    
934 root 1.82 head = 0;
935 root 1.88
936     if (more)
937     {
938     more->destroy ();
939     more = 0;
940     }
941 root 1.82
942 root 1.44 // clear those pointers that likely might have circular references to us
943     owner = 0;
944     enemy = 0;
945     attacked_by = 0;
946 root 1.82 }
947    
948     void
949     object::destroy (bool destroy_inventory)
950     {
951     if (destroyed ())
952     return;
953    
954     if (destroy_inventory)
955 root 1.89 destroy_inv (false);
956 root 1.22
957 root 1.82 attachable::destroy ();
958 elmex 1.1 }
959    
960     /*
961     * sub_weight() recursively (outwards) subtracts a number from the
962     * weight of an object (and what is carried by it's environment(s)).
963     */
964 root 1.24 void
965     sub_weight (object *op, signed long weight)
966     {
967     while (op != NULL)
968     {
969     if (op->type == CONTAINER)
970 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971    
972 root 1.24 op->carrying -= weight;
973     op = op->env;
974 elmex 1.1 }
975     }
976    
977 root 1.63 /* op->remove ():
978 elmex 1.1 * This function removes the object op from the linked list of objects
979     * which it is currently tied to. When this function is done, the
980     * object will have no environment. If the object previously had an
981     * environment, the x and y coordinates will be updated to
982     * the previous environment.
983     */
984 root 1.24 void
985 root 1.128 object::do_remove ()
986 root 1.24 {
987 root 1.45 object *tmp, *last = 0;
988     object *otmp;
989 root 1.26
990 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
991 root 1.29 return;
992 root 1.24
993 root 1.59 SET_FLAG (this, FLAG_REMOVED);
994 root 1.82 INVOKE_OBJECT (REMOVE, this);
995 root 1.26
996 root 1.59 if (more)
997     more->remove ();
998 root 1.24
999     /*
1000     * In this case, the object to be removed is in someones
1001     * inventory.
1002     */
1003 root 1.59 if (env)
1004 root 1.24 {
1005 root 1.59 if (nrof)
1006     sub_weight (env, weight * nrof);
1007 root 1.24 else
1008 root 1.59 sub_weight (env, weight + carrying);
1009 root 1.24
1010     /* NO_FIX_PLAYER is set when a great many changes are being
1011     * made to players inventory. If set, avoiding the call
1012     * to save cpu time.
1013     */
1014 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1015 root 1.78 otmp->update_stats ();
1016 root 1.24
1017 root 1.96 if (above)
1018 root 1.59 above->below = below;
1019 root 1.24 else
1020 root 1.59 env->inv = below;
1021 root 1.24
1022 root 1.96 if (below)
1023 root 1.59 below->above = above;
1024 root 1.24
1025     /* we set up values so that it could be inserted into
1026     * the map, but we don't actually do that - it is up
1027     * to the caller to decide what we want to do.
1028     */
1029 root 1.59 x = env->x, y = env->y;
1030     map = env->map;
1031     above = 0, below = 0;
1032     env = 0;
1033     }
1034     else if (map)
1035     {
1036 root 1.96 if (type == PLAYER)
1037     {
1038 root 1.130 // leaving a spot always closes any open container on the ground
1039     if (container && !container->env)
1040     // this causes spurious floorbox updates, but it ensures
1041     // that the CLOSE event is being sent.
1042     close_container ();
1043    
1044 root 1.96 --map->players;
1045 root 1.100 map->touch ();
1046 root 1.96 }
1047    
1048 root 1.98 map->dirty = true;
1049 root 1.117 mapspace &ms = this->ms ();
1050 elmex 1.1
1051 root 1.29 /* link the object above us */
1052 root 1.59 if (above)
1053     above->below = below;
1054 root 1.29 else
1055 root 1.117 ms.top = below; /* we were top, set new top */
1056 root 1.24
1057 root 1.29 /* Relink the object below us, if there is one */
1058 root 1.59 if (below)
1059     below->above = above;
1060 root 1.29 else
1061     {
1062     /* Nothing below, which means we need to relink map object for this space
1063     * use translated coordinates in case some oddness with map tiling is
1064     * evident
1065     */
1066 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1067 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 ());
1068 elmex 1.1
1069 root 1.117 ms.bot = above; /* goes on above it. */
1070 root 1.8 }
1071 root 1.26
1072 root 1.59 above = 0;
1073     below = 0;
1074 root 1.26
1075 root 1.59 if (map->in_memory == MAP_SAVING)
1076 root 1.29 return;
1077 elmex 1.1
1078 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 elmex 1.1
1080 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1081 root 1.24 {
1082 root 1.29 /* No point updating the players look faces if he is the object
1083     * being removed.
1084 root 1.24 */
1085 root 1.29
1086 root 1.59 if (tmp->type == PLAYER && tmp != this)
1087 root 1.24 {
1088 root 1.29 /* If a container that the player is currently using somehow gets
1089     * removed (most likely destroyed), update the player view
1090     * appropriately.
1091     */
1092 root 1.59 if (tmp->container == this)
1093 root 1.29 {
1094 root 1.82 flag [FLAG_APPLIED] = 0;
1095 root 1.59 tmp->container = 0;
1096 root 1.29 }
1097    
1098 root 1.82 if (tmp->contr->ns)
1099     tmp->contr->ns->floorbox_update ();
1100 root 1.8 }
1101 root 1.26
1102 root 1.96 /* See if object moving off should effect something */
1103 root 1.50 if (check_walk_off
1104 root 1.59 && ((move_type & tmp->move_off)
1105     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1106 root 1.29 {
1107 elmex 1.72 move_apply (tmp, this, 0);
1108 root 1.24
1109 root 1.59 if (destroyed ())
1110 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1111 root 1.8 }
1112    
1113 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1114 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 root 1.29 if (tmp->above == tmp)
1116 root 1.59 tmp->above = 0;
1117 root 1.8
1118 root 1.29 last = tmp;
1119     }
1120 root 1.26
1121 root 1.96 /* last == NULL if there are no objects on this space */
1122     //TODO: this makes little sense, why only update the topmost object?
1123 root 1.59 if (!last)
1124 root 1.99 map->at (x, y).flags_ = 0;
1125 root 1.29 else
1126     update_object (last, UP_OBJ_REMOVE);
1127 root 1.26
1128 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1129 root 1.59 update_all_los (map, x, y);
1130 elmex 1.1 }
1131     }
1132    
1133     /*
1134     * merge_ob(op,top):
1135     *
1136     * This function goes through all objects below and including top, and
1137     * merges op to the first matching object.
1138     * If top is NULL, it is calculated.
1139     * Returns pointer to object if it succeded in the merge, otherwise NULL
1140     */
1141 root 1.24 object *
1142     merge_ob (object *op, object *top)
1143     {
1144     if (!op->nrof)
1145 elmex 1.1 return 0;
1146 root 1.29
1147 root 1.82 if (top)
1148     for (top = op; top && top->above; top = top->above)
1149     ;
1150 root 1.29
1151 root 1.82 for (; top; top = top->below)
1152 elmex 1.1 {
1153 root 1.24 if (top == op)
1154     continue;
1155 root 1.66
1156     if (object::can_merge (op, top))
1157 root 1.24 {
1158     top->nrof += op->nrof;
1159    
1160 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1161 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1162 root 1.64 op->destroy ();
1163 root 1.24 return top;
1164     }
1165 elmex 1.1 }
1166 root 1.29
1167 root 1.45 return 0;
1168 elmex 1.1 }
1169    
1170 root 1.138 void
1171     object::expand_tail ()
1172     {
1173     if (more)
1174     return;
1175    
1176     object *prev = this;
1177    
1178     for (archetype *at = arch->more; at; at = at->more)
1179     {
1180     object *op = arch_to_object (at);
1181    
1182     op->name = name;
1183     op->name_pl = name_pl;
1184     op->title = title;
1185    
1186     op->head = this;
1187     prev->more = op;
1188    
1189     prev = op;
1190     }
1191     }
1192    
1193 elmex 1.1 /*
1194 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1195     * job preparing multi-part monsters.
1196 elmex 1.1 */
1197 root 1.24 object *
1198 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1199 root 1.24 {
1200 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 root 1.24 {
1202     tmp->x = x + tmp->arch->clone.x;
1203     tmp->y = y + tmp->arch->clone.y;
1204 elmex 1.1 }
1205 root 1.29
1206 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1207 elmex 1.1 }
1208    
1209     /*
1210     * insert_ob_in_map (op, map, originator, flag):
1211     * This function inserts the object in the two-way linked list
1212     * which represents what is on a map.
1213     * The second argument specifies the map, and the x and y variables
1214     * in the object about to be inserted specifies the position.
1215     *
1216     * originator: Player, monster or other object that caused 'op' to be inserted
1217     * into 'map'. May be NULL.
1218     *
1219     * flag is a bitmask about special things to do (or not do) when this
1220     * function is called. see the object.h file for the INS_ values.
1221     * Passing 0 for flag gives proper default values, so flag really only needs
1222     * to be set if special handling is needed.
1223     *
1224     * Return value:
1225     * new object if 'op' was merged with other object
1226     * NULL if 'op' was destroyed
1227     * just 'op' otherwise
1228     */
1229 root 1.24 object *
1230 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231 elmex 1.1 {
1232 root 1.138 assert (!op->flag [FLAG_FREED]);
1233    
1234 root 1.25 object *tmp, *top, *floor = NULL;
1235 elmex 1.1
1236 root 1.117 op->remove ();
1237    
1238 root 1.139 #if 0
1239 root 1.138 if (!m->active != !op->active)
1240     if (m->active)
1241     op->activate_recursive ();
1242     else
1243     op->deactivate_recursive ();
1244 root 1.139 #endif
1245 root 1.25
1246 root 1.24 if (out_of_map (m, op->x, op->y))
1247     {
1248 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1249 elmex 1.1 #ifdef MANY_CORES
1250 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1251     * is likely to cause a crash. Better to find out where it is getting
1252     * improperly inserted.
1253     */
1254     abort ();
1255 elmex 1.1 #endif
1256 root 1.24 return op;
1257 elmex 1.1 }
1258 root 1.25
1259 root 1.117 if (object *more = op->more)
1260 root 1.24 {
1261 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1262 root 1.24 {
1263     if (!op->head)
1264     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265 root 1.26
1266 root 1.82 return 0;
1267 root 1.8 }
1268 root 1.24 }
1269 root 1.25
1270 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1271 root 1.8
1272 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1273     * of areas of callers (eg, anything that uses find_free_spot would now
1274     * need extra work
1275     */
1276 root 1.117 if (!xy_normalise (m, op->x, op->y))
1277     return 0;
1278    
1279     op->map = m;
1280     mapspace &ms = op->ms ();
1281 root 1.24
1282     /* this has to be done after we translate the coordinates.
1283     */
1284     if (op->nrof && !(flag & INS_NO_MERGE))
1285 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1286 root 1.66 if (object::can_merge (op, tmp))
1287 root 1.25 {
1288     op->nrof += tmp->nrof;
1289 root 1.64 tmp->destroy ();
1290 root 1.25 }
1291 root 1.24
1292     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1294 root 1.25
1295 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1296     CLEAR_FLAG (op, FLAG_NO_STEAL);
1297    
1298     if (flag & INS_BELOW_ORIGINATOR)
1299     {
1300     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1301     {
1302     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1303     abort ();
1304     }
1305 root 1.25
1306 root 1.24 op->above = originator;
1307     op->below = originator->below;
1308 root 1.25
1309 root 1.24 if (op->below)
1310     op->below->above = op;
1311     else
1312 root 1.117 ms.bot = op;
1313 root 1.25
1314 root 1.24 /* since *below* originator, no need to update top */
1315     originator->below = op;
1316 elmex 1.1 }
1317 root 1.24 else
1318     {
1319 root 1.117 top = ms.bot;
1320    
1321 root 1.24 /* If there are other objects, then */
1322 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1323 root 1.24 {
1324 root 1.96 object *last = 0;
1325 root 1.24
1326     /*
1327     * If there are multiple objects on this space, we do some trickier handling.
1328     * We've already dealt with merging if appropriate.
1329     * Generally, we want to put the new object on top. But if
1330     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331     * floor, we want to insert above that and no further.
1332     * Also, if there are spell objects on this space, we stop processing
1333     * once we get to them. This reduces the need to traverse over all of
1334     * them when adding another one - this saves quite a bit of cpu time
1335     * when lots of spells are cast in one area. Currently, it is presumed
1336     * that flying non pickable objects are spell objects.
1337     */
1338 root 1.117 for (top = ms.bot; top; top = top->above)
1339 root 1.24 {
1340     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1341     floor = top;
1342 root 1.26
1343 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))
1344     {
1345     /* We insert above top, so we want this object below this */
1346     top = top->below;
1347     break;
1348     }
1349 root 1.26
1350 root 1.24 last = top;
1351     }
1352 root 1.26
1353 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1354     top = last;
1355 root 1.8
1356 root 1.24 /* We let update_position deal with figuring out what the space
1357     * looks like instead of lots of conditions here.
1358     * makes things faster, and effectively the same result.
1359     */
1360    
1361     /* Have object 'fall below' other objects that block view.
1362 root 1.135 * Unless those objects are exits.
1363 root 1.24 * If INS_ON_TOP is used, don't do this processing
1364     * Need to find the object that in fact blocks view, otherwise
1365     * stacking is a bit odd.
1366     */
1367 root 1.117 if (!(flag & INS_ON_TOP)
1368     && ms.flags () & P_BLOCKSVIEW
1369 root 1.135 && (op->face && !faces [op->face].visibility))
1370 root 1.24 {
1371     for (last = top; last != floor; last = last->below)
1372     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1373     break;
1374 root 1.117
1375 root 1.24 /* Check to see if we found the object that blocks view,
1376     * and make sure we have a below pointer for it so that
1377     * we can get inserted below this one, which requires we
1378     * set top to the object below us.
1379     */
1380     if (last && last->below && last != floor)
1381     top = last->below;
1382 root 1.8 }
1383 root 1.24 } /* If objects on this space */
1384 root 1.25
1385 root 1.24 if (flag & INS_MAP_LOAD)
1386 root 1.117 top = ms.top;
1387 root 1.25
1388 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1389     top = floor;
1390    
1391     /* Top is the object that our object (op) is going to get inserted above.
1392     */
1393    
1394     /* First object on this space */
1395     if (!top)
1396     {
1397 root 1.117 op->above = ms.bot;
1398 root 1.25
1399 root 1.24 if (op->above)
1400     op->above->below = op;
1401 root 1.25
1402 root 1.96 op->below = 0;
1403 root 1.117 ms.bot = op;
1404 root 1.24 }
1405     else
1406     { /* get inserted into the stack above top */
1407     op->above = top->above;
1408 root 1.25
1409 root 1.24 if (op->above)
1410     op->above->below = op;
1411 root 1.25
1412 root 1.24 op->below = top;
1413     top->above = op;
1414     }
1415 root 1.25
1416 root 1.96 if (!op->above)
1417 root 1.117 ms.top = op;
1418 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1419 root 1.8
1420 root 1.24 if (op->type == PLAYER)
1421 root 1.96 {
1422     op->contr->do_los = 1;
1423     ++op->map->players;
1424 root 1.100 op->map->touch ();
1425 root 1.96 }
1426 root 1.24
1427 root 1.98 op->map->dirty = true;
1428    
1429 root 1.24 /* If we have a floor, we know the player, if any, will be above
1430     * it, so save a few ticks and start from there.
1431     */
1432     if (!(flag & INS_MAP_LOAD))
1433 root 1.117 if (object *pl = ms.player ())
1434 root 1.82 if (pl->contr->ns)
1435     pl->contr->ns->floorbox_update ();
1436 root 1.24
1437     /* If this object glows, it may affect lighting conditions that are
1438     * visible to others on this map. But update_all_los is really
1439     * an inefficient way to do this, as it means los for all players
1440     * on the map will get recalculated. The players could very well
1441     * be far away from this change and not affected in any way -
1442     * this should get redone to only look for players within range,
1443 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1444 root 1.24 * of effect may be sufficient.
1445     */
1446 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1447 root 1.24 update_all_los (op->map, op->x, op->y);
1448    
1449     /* updates flags (blocked, alive, no magic, etc) for this map space */
1450     update_object (op, UP_OBJ_INSERT);
1451    
1452 root 1.82 INVOKE_OBJECT (INSERT, op);
1453    
1454 root 1.24 /* Don't know if moving this to the end will break anything. However,
1455 root 1.70 * we want to have floorbox_update called before calling this.
1456 root 1.24 *
1457     * check_move_on() must be after this because code called from
1458     * check_move_on() depends on correct map flags (so functions like
1459     * blocked() and wall() work properly), and these flags are updated by
1460     * update_object().
1461     */
1462    
1463     /* if this is not the head or flag has been passed, don't check walk on status */
1464     if (!(flag & INS_NO_WALK_ON) && !op->head)
1465     {
1466     if (check_move_on (op, originator))
1467 root 1.82 return 0;
1468 elmex 1.1
1469 root 1.24 /* If we are a multi part object, lets work our way through the check
1470     * walk on's.
1471     */
1472     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473     if (check_move_on (tmp, originator))
1474 root 1.82 return 0;
1475 elmex 1.1 }
1476 root 1.25
1477 root 1.24 return op;
1478 elmex 1.1 }
1479    
1480     /* this function inserts an object in the map, but if it
1481 root 1.75 * finds an object of its own type, it'll remove that one first.
1482     * op is the object to insert it under: supplies x and the map.
1483 elmex 1.1 */
1484 root 1.24 void
1485     replace_insert_ob_in_map (const char *arch_string, object *op)
1486     {
1487 root 1.75 object *tmp, *tmp1;
1488 elmex 1.1
1489 root 1.24 /* first search for itself and remove any old instances */
1490 elmex 1.1
1491 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493     tmp->destroy ();
1494 elmex 1.1
1495 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1496 elmex 1.1
1497 root 1.24 tmp1->x = op->x;
1498     tmp1->y = op->y;
1499     insert_ob_in_map (tmp1, op->map, op, 0);
1500     }
1501 elmex 1.1
1502 root 1.93 object *
1503     object::insert_at (object *where, object *originator, int flags)
1504     {
1505 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1506 root 1.93 }
1507    
1508 elmex 1.1 /*
1509     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510     * is returned contains nr objects, and the remaining parts contains
1511     * the rest (or is removed and freed if that number is 0).
1512     * On failure, NULL is returned, and the reason put into the
1513     * global static errmsg array.
1514     */
1515 root 1.24 object *
1516     get_split_ob (object *orig_ob, uint32 nr)
1517     {
1518 root 1.64 object *newob;
1519     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520 root 1.24
1521     if (orig_ob->nrof < nr)
1522     {
1523     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524     return NULL;
1525     }
1526 root 1.29
1527 root 1.24 newob = object_create_clone (orig_ob);
1528 root 1.29
1529 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1530 root 1.63 orig_ob->destroy (1);
1531 root 1.24 else if (!is_removed)
1532     {
1533     if (orig_ob->env != NULL)
1534     sub_weight (orig_ob->env, orig_ob->weight * nr);
1535     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536     {
1537     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539     return NULL;
1540 root 1.8 }
1541 elmex 1.1 }
1542 root 1.29
1543 root 1.24 newob->nrof = nr;
1544 elmex 1.1
1545 root 1.24 return newob;
1546 elmex 1.1 }
1547    
1548     /*
1549     * decrease_ob_nr(object, number) decreases a specified number from
1550     * the amount of an object. If the amount reaches 0, the object
1551     * is subsequently removed and freed.
1552     *
1553     * Return value: 'op' if something is left, NULL if the amount reached 0
1554     */
1555 root 1.24 object *
1556     decrease_ob_nr (object *op, uint32 i)
1557 elmex 1.1 {
1558 root 1.29 object *tmp;
1559 elmex 1.1
1560 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1561     return op;
1562    
1563     if (i > op->nrof)
1564     i = op->nrof;
1565    
1566     if (QUERY_FLAG (op, FLAG_REMOVED))
1567 root 1.29 op->nrof -= i;
1568 root 1.73 else if (op->env)
1569 root 1.24 {
1570     /* is this object in the players inventory, or sub container
1571     * therein?
1572     */
1573 root 1.74 tmp = op->in_player ();
1574 root 1.24 /* nope. Is this a container the player has opened?
1575     * If so, set tmp to that player.
1576     * IMO, searching through all the players will mostly
1577     * likely be quicker than following op->env to the map,
1578     * and then searching the map for a player.
1579     */
1580     if (!tmp)
1581 root 1.81 for_all_players (pl)
1582     if (pl->ob->container == op->env)
1583     {
1584     tmp = pl->ob;
1585     break;
1586     }
1587 elmex 1.1
1588 root 1.24 if (i < op->nrof)
1589     {
1590     sub_weight (op->env, op->weight * i);
1591     op->nrof -= i;
1592     if (tmp)
1593 root 1.73 esrv_send_item (tmp, op);
1594 root 1.24 }
1595     else
1596     {
1597 root 1.63 op->remove ();
1598 root 1.24 op->nrof = 0;
1599     if (tmp)
1600 root 1.73 esrv_del_item (tmp->contr, op->count);
1601 elmex 1.1 }
1602     }
1603 root 1.24 else
1604 elmex 1.1 {
1605 root 1.29 object *above = op->above;
1606 elmex 1.1
1607 root 1.24 if (i < op->nrof)
1608 root 1.29 op->nrof -= i;
1609 root 1.24 else
1610     {
1611 root 1.63 op->remove ();
1612 root 1.24 op->nrof = 0;
1613     }
1614 root 1.29
1615 root 1.24 /* Since we just removed op, op->above is null */
1616 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1617 root 1.24 if (tmp->type == PLAYER)
1618     {
1619     if (op->nrof)
1620     esrv_send_item (tmp, op);
1621     else
1622     esrv_del_item (tmp->contr, op->count);
1623     }
1624 elmex 1.1 }
1625    
1626 root 1.24 if (op->nrof)
1627 root 1.29 return op;
1628 root 1.24 else
1629     {
1630 root 1.64 op->destroy ();
1631 root 1.73 return 0;
1632 elmex 1.1 }
1633     }
1634    
1635     /*
1636     * add_weight(object, weight) adds the specified weight to an object,
1637     * and also updates how much the environment(s) is/are carrying.
1638     */
1639 root 1.24 void
1640     add_weight (object *op, signed long weight)
1641     {
1642     while (op != NULL)
1643     {
1644     if (op->type == CONTAINER)
1645 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646    
1647 root 1.24 op->carrying += weight;
1648     op = op->env;
1649     }
1650 elmex 1.1 }
1651    
1652 root 1.24 object *
1653     insert_ob_in_ob (object *op, object *where)
1654     {
1655 root 1.59 if (!where)
1656 root 1.24 {
1657 root 1.53 char *dump = dump_object (op);
1658     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659     free (dump);
1660 root 1.24 return op;
1661     }
1662 root 1.29
1663 root 1.24 if (where->head)
1664     {
1665 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 root 1.24 where = where->head;
1667     }
1668 root 1.29
1669 root 1.59 return where->insert (op);
1670     }
1671    
1672     /*
1673     * env->insert (op)
1674     * This function inserts the object op in the linked list
1675     * inside the object environment.
1676     *
1677     * The function returns now pointer to inserted item, and return value can
1678     * be != op, if items are merged. -Tero
1679     */
1680     object *
1681     object::insert (object *op)
1682     {
1683     object *tmp, *otmp;
1684    
1685     if (!QUERY_FLAG (op, FLAG_REMOVED))
1686     op->remove ();
1687    
1688 root 1.24 if (op->more)
1689     {
1690     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691     return op;
1692     }
1693 root 1.29
1694 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695     CLEAR_FLAG (op, FLAG_REMOVED);
1696     if (op->nrof)
1697     {
1698 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1699 root 1.66 if (object::can_merge (tmp, op))
1700 root 1.24 {
1701     /* return the original object and remove inserted object
1702     (client needs the original object) */
1703     tmp->nrof += op->nrof;
1704     /* Weight handling gets pretty funky. Since we are adding to
1705     * tmp->nrof, we need to increase the weight.
1706     */
1707 root 1.59 add_weight (this, op->weight * op->nrof);
1708 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1709 root 1.59 op->destroy (); /* free the inserted object */
1710 root 1.24 op = tmp;
1711 root 1.59 op->remove (); /* and fix old object's links */
1712 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1713     break;
1714     }
1715    
1716     /* I assume combined objects have no inventory
1717     * We add the weight - this object could have just been removed
1718     * (if it was possible to merge). calling remove_ob will subtract
1719     * the weight, so we need to add it in again, since we actually do
1720     * the linking below
1721     */
1722 root 1.59 add_weight (this, op->weight * op->nrof);
1723 root 1.24 }
1724     else
1725 root 1.59 add_weight (this, (op->weight + op->carrying));
1726 elmex 1.1
1727 root 1.74 otmp = this->in_player ();
1728 root 1.59 if (otmp && otmp->contr)
1729     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 root 1.78 otmp->update_stats ();
1731 elmex 1.1
1732 root 1.74 op->map = 0;
1733 root 1.59 op->env = this;
1734 root 1.74 op->above = 0;
1735     op->below = 0;
1736 root 1.24 op->x = 0, op->y = 0;
1737 elmex 1.1
1738     /* reset the light list and los of the players on the map */
1739 root 1.59 if ((op->glow_radius != 0) && map)
1740 root 1.24 {
1741 elmex 1.1 #ifdef DEBUG_LIGHTS
1742 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743     #endif /* DEBUG_LIGHTS */
1744 root 1.84 if (map->darkness)
1745 root 1.59 update_all_los (map, x, y);
1746 root 1.24 }
1747 elmex 1.1
1748     /* Client has no idea of ordering so lets not bother ordering it here.
1749     * It sure simplifies this function...
1750     */
1751 root 1.59 if (!inv)
1752     inv = op;
1753 root 1.24 else
1754     {
1755 root 1.59 op->below = inv;
1756 elmex 1.1 op->below->above = op;
1757 root 1.59 inv = op;
1758 root 1.24 }
1759 root 1.59
1760 root 1.82 INVOKE_OBJECT (INSERT, this);
1761    
1762 elmex 1.1 return op;
1763     }
1764    
1765     /*
1766     * Checks if any objects has a move_type that matches objects
1767     * that effect this object on this space. Call apply() to process
1768     * these events.
1769     *
1770     * Any speed-modification due to SLOW_MOVE() of other present objects
1771     * will affect the speed_left of the object.
1772     *
1773     * originator: Player, monster or other object that caused 'op' to be inserted
1774     * into 'map'. May be NULL.
1775     *
1776     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1777     *
1778     * 4-21-95 added code to check if appropriate skill was readied - this will
1779     * permit faster movement by the player through this terrain. -b.t.
1780     *
1781     * MSW 2001-07-08: Check all objects on space, not just those below
1782     * object being inserted. insert_ob_in_map may not put new objects
1783     * on top.
1784     */
1785 root 1.24 int
1786     check_move_on (object *op, object *originator)
1787 elmex 1.1 {
1788 root 1.48 object *tmp;
1789 root 1.49 maptile *m = op->map;
1790 root 1.48 int x = op->x, y = op->y;
1791 root 1.26
1792 root 1.48 MoveType move_on, move_slow, move_block;
1793 root 1.24
1794     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795     return 0;
1796    
1797     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1798     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1799     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1800    
1801     /* if nothing on this space will slow op down or be applied,
1802     * no need to do checking below. have to make sure move_type
1803     * is set, as lots of objects don't have it set - we treat that
1804     * as walking.
1805     */
1806     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1807     return 0;
1808 elmex 1.1
1809 root 1.24 /* This is basically inverse logic of that below - basically,
1810     * if the object can avoid the move on or slow move, they do so,
1811     * but can't do it if the alternate movement they are using is
1812     * blocked. Logic on this seems confusing, but does seem correct.
1813     */
1814     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1815     return 0;
1816    
1817     /* The objects have to be checked from top to bottom.
1818     * Hence, we first go to the top:
1819     */
1820    
1821 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 root 1.24 {
1823     /* Trim the search when we find the first other spell effect
1824     * this helps performance so that if a space has 50 spell objects,
1825     * we don't need to check all of them.
1826     */
1827     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828     break;
1829     }
1830 root 1.26
1831     for (; tmp; tmp = tmp->below)
1832 root 1.24 {
1833     if (tmp == op)
1834     continue; /* Can't apply yourself */
1835 elmex 1.1
1836 root 1.24 /* Check to see if one of the movement types should be slowed down.
1837     * Second check makes sure that the movement types not being slowed
1838     * (~slow_move) is not blocked on this space - just because the
1839     * space doesn't slow down swimming (for example), if you can't actually
1840     * swim on that space, can't use it to avoid the penalty.
1841     */
1842     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1843     {
1844     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1846     {
1847 elmex 1.1
1848 root 1.29 float
1849 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1850 elmex 1.1
1851 root 1.24 if (op->type == PLAYER)
1852 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1853     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1854     diff /= 4.0;
1855    
1856 root 1.24 op->speed_left -= diff;
1857 root 1.8 }
1858     }
1859 elmex 1.1
1860 root 1.24 /* Basically same logic as above, except now for actual apply. */
1861     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1862     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1863     {
1864 elmex 1.72 move_apply (tmp, op, originator);
1865 root 1.24
1866 root 1.48 if (op->destroyed ())
1867 root 1.24 return 1;
1868    
1869     /* what the person/creature stepped onto has moved the object
1870     * someplace new. Don't process any further - if we did,
1871     * have a feeling strange problems would result.
1872     */
1873     if (op->map != m || op->x != x || op->y != y)
1874     return 0;
1875 root 1.8 }
1876 elmex 1.1 }
1877 root 1.26
1878 root 1.24 return 0;
1879 elmex 1.1 }
1880    
1881     /*
1882     * present_arch(arch, map, x, y) searches for any objects with
1883     * a matching archetype at the given map and coordinates.
1884     * The first matching object is returned, or NULL if none.
1885     */
1886 root 1.24 object *
1887 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1888 root 1.24 {
1889 root 1.104 if (!m || out_of_map (m, x, y))
1890 root 1.24 {
1891     LOG (llevError, "Present_arch called outside map.\n");
1892     return NULL;
1893     }
1894 root 1.84
1895 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 root 1.24 if (tmp->arch == at)
1897 elmex 1.1 return tmp;
1898 root 1.84
1899 elmex 1.1 return NULL;
1900     }
1901    
1902     /*
1903     * present(type, map, x, y) searches for any objects with
1904     * a matching type variable at the given map and coordinates.
1905     * The first matching object is returned, or NULL if none.
1906     */
1907 root 1.24 object *
1908 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1909 root 1.24 {
1910     if (out_of_map (m, x, y))
1911     {
1912     LOG (llevError, "Present called outside map.\n");
1913     return NULL;
1914     }
1915 root 1.84
1916 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1917 root 1.24 if (tmp->type == type)
1918 elmex 1.1 return tmp;
1919 root 1.84
1920 elmex 1.1 return NULL;
1921     }
1922    
1923     /*
1924     * present_in_ob(type, object) searches for any objects with
1925     * a matching type variable in the inventory of the given object.
1926     * The first matching object is returned, or NULL if none.
1927     */
1928 root 1.24 object *
1929     present_in_ob (unsigned char type, const object *op)
1930     {
1931 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 root 1.24 if (tmp->type == type)
1933 elmex 1.1 return tmp;
1934 root 1.84
1935 elmex 1.1 return NULL;
1936     }
1937    
1938     /*
1939     * present_in_ob (type, str, object) searches for any objects with
1940     * a matching type & name variable in the inventory of the given object.
1941     * The first matching object is returned, or NULL if none.
1942     * This is mostly used by spell effect code, so that we only
1943     * have one spell effect at a time.
1944     * type can be used to narrow the search - if type is set,
1945     * the type must also match. -1 can be passed for the type,
1946     * in which case the type does not need to pass.
1947     * str is the string to match against. Note that we match against
1948     * the object name, not the archetype name. this is so that the
1949     * spell code can use one object type (force), but change it's name
1950     * to be unique.
1951     */
1952 root 1.24 object *
1953     present_in_ob_by_name (int type, const char *str, const object *op)
1954     {
1955 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1957     return tmp;
1958 elmex 1.1
1959 root 1.82 return 0;
1960 elmex 1.1 }
1961    
1962     /*
1963     * present_arch_in_ob(archetype, object) searches for any objects with
1964     * a matching archetype in the inventory of the given object.
1965     * The first matching object is returned, or NULL if none.
1966     */
1967 root 1.24 object *
1968     present_arch_in_ob (const archetype *at, const object *op)
1969     {
1970 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 root 1.24 if (tmp->arch == at)
1972 elmex 1.1 return tmp;
1973 root 1.82
1974 elmex 1.1 return NULL;
1975     }
1976    
1977     /*
1978     * activate recursively a flag on an object inventory
1979     */
1980 root 1.24 void
1981     flag_inv (object *op, int flag)
1982     {
1983     if (op->inv)
1984 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 root 1.24 {
1986     SET_FLAG (tmp, flag);
1987     flag_inv (tmp, flag);
1988 elmex 1.1 }
1989 root 1.82 }
1990    
1991     /*
1992     * deactivate recursively a flag on an object inventory
1993     */
1994 root 1.24 void
1995     unflag_inv (object *op, int flag)
1996     {
1997     if (op->inv)
1998 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 root 1.24 {
2000     CLEAR_FLAG (tmp, flag);
2001     unflag_inv (tmp, flag);
2002 elmex 1.1 }
2003     }
2004    
2005     /*
2006     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007     * all it's inventory (recursively).
2008     * If checksums are used, a player will get set_cheat called for
2009     * him/her-self and all object carried by a call to this function.
2010     */
2011 root 1.24 void
2012     set_cheat (object *op)
2013     {
2014     SET_FLAG (op, FLAG_WAS_WIZ);
2015     flag_inv (op, FLAG_WAS_WIZ);
2016 elmex 1.1 }
2017    
2018     /*
2019     * find_free_spot(object, map, x, y, start, stop) will search for
2020     * a spot at the given map and coordinates which will be able to contain
2021     * the given object. start and stop specifies how many squares
2022     * to search (see the freearr_x/y[] definition).
2023     * It returns a random choice among the alternatives found.
2024     * start and stop are where to start relative to the free_arr array (1,9
2025     * does all 4 immediate directions). This returns the index into the
2026     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2027     * Note - this only checks to see if there is space for the head of the
2028     * object - if it is a multispace object, this should be called for all
2029     * pieces.
2030     * Note2: This function does correctly handle tiled maps, but does not
2031     * inform the caller. However, insert_ob_in_map will update as
2032     * necessary, so the caller shouldn't need to do any special work.
2033     * Note - updated to take an object instead of archetype - this is necessary
2034     * because arch_blocked (now ob_blocked) needs to know the movement type
2035     * to know if the space in question will block the object. We can't use
2036     * the archetype because that isn't correct if the monster has been
2037     * customized, changed states, etc.
2038     */
2039 root 1.24 int
2040 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2041 root 1.24 {
2042 root 1.82 int index = 0, flag;
2043     int altern[SIZEOFFREE];
2044 root 1.24
2045 root 1.82 for (int i = start; i < stop; i++)
2046 root 1.24 {
2047     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2048     if (!flag)
2049 root 1.82 altern [index++] = i;
2050 root 1.24
2051     /* Basically, if we find a wall on a space, we cut down the search size.
2052     * In this way, we won't return spaces that are on another side of a wall.
2053     * This mostly work, but it cuts down the search size in all directions -
2054     * if the space being examined only has a wall to the north and empty
2055     * spaces in all the other directions, this will reduce the search space
2056     * to only the spaces immediately surrounding the target area, and
2057     * won't look 2 spaces south of the target space.
2058     */
2059 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2060 root 1.24 stop = maxfree[i];
2061 elmex 1.1 }
2062 root 1.74
2063 root 1.24 if (!index)
2064     return -1;
2065 root 1.74
2066 root 1.124 return altern [rndm (index)];
2067 elmex 1.1 }
2068    
2069     /*
2070 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2071 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2072     * But it will return the first available spot, not a random choice.
2073     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2074     */
2075 root 1.24 int
2076 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2077 root 1.24 {
2078 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2079     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2080     return i;
2081 root 1.24
2082     return -1;
2083 elmex 1.1 }
2084    
2085     /*
2086     * The function permute(arr, begin, end) randomly reorders the array
2087     * arr[begin..end-1].
2088 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2089 elmex 1.1 */
2090 root 1.24 static void
2091     permute (int *arr, int begin, int end)
2092 elmex 1.1 {
2093 root 1.82 arr += begin;
2094     end -= begin;
2095    
2096     while (--end)
2097 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2098 elmex 1.1 }
2099    
2100     /* new function to make monster searching more efficient, and effective!
2101     * This basically returns a randomized array (in the passed pointer) of
2102     * the spaces to find monsters. In this way, it won't always look for
2103     * monsters to the north first. However, the size of the array passed
2104     * covers all the spaces, so within that size, all the spaces within
2105     * the 3x3 area will be searched, just not in a predictable order.
2106     */
2107 root 1.24 void
2108     get_search_arr (int *search_arr)
2109 elmex 1.1 {
2110 root 1.82 int i;
2111 elmex 1.1
2112 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2113 root 1.82 search_arr[i] = i;
2114 elmex 1.1
2115 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2116     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2117     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2118 elmex 1.1 }
2119    
2120     /*
2121     * find_dir(map, x, y, exclude) will search some close squares in the
2122     * given map at the given coordinates for live objects.
2123     * It will not considered the object given as exclude among possible
2124     * live objects.
2125     * It returns the direction toward the first/closest live object if finds
2126     * any, otherwise 0.
2127     * Perhaps incorrectly, but I'm making the assumption that exclude
2128     * is actually want is going to try and move there. We need this info
2129     * because we have to know what movement the thing looking to move
2130     * there is capable of.
2131     */
2132 root 1.24 int
2133 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2134 root 1.24 {
2135 root 1.82 int i, max = SIZEOFFREE, mflags;
2136 root 1.29
2137     sint16 nx, ny;
2138 root 1.82 object *tmp;
2139     maptile *mp;
2140 root 1.29
2141     MoveType blocked, move_type;
2142 root 1.24
2143     if (exclude && exclude->head)
2144     {
2145     exclude = exclude->head;
2146     move_type = exclude->move_type;
2147     }
2148     else
2149     {
2150     /* If we don't have anything, presume it can use all movement types. */
2151     move_type = MOVE_ALL;
2152     }
2153    
2154     for (i = 1; i < max; i++)
2155     {
2156     mp = m;
2157     nx = x + freearr_x[i];
2158     ny = y + freearr_y[i];
2159    
2160     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2161 root 1.75
2162 root 1.24 if (mflags & P_OUT_OF_MAP)
2163 root 1.75 max = maxfree[i];
2164 root 1.24 else
2165     {
2166 root 1.82 mapspace &ms = mp->at (nx, ny);
2167    
2168     blocked = ms.move_block;
2169 root 1.24
2170     if ((move_type & blocked) == move_type)
2171 root 1.75 max = maxfree[i];
2172 root 1.24 else if (mflags & P_IS_ALIVE)
2173     {
2174 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2176     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2177 root 1.75 break;
2178    
2179 root 1.24 if (tmp)
2180 root 1.75 return freedir[i];
2181 root 1.8 }
2182     }
2183 elmex 1.1 }
2184 root 1.75
2185 root 1.24 return 0;
2186 elmex 1.1 }
2187    
2188     /*
2189     * distance(object 1, object 2) will return the square of the
2190     * distance between the two given objects.
2191     */
2192 root 1.24 int
2193     distance (const object *ob1, const object *ob2)
2194     {
2195 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2196 elmex 1.1 }
2197    
2198     /*
2199     * find_dir_2(delta-x,delta-y) will return a direction in which
2200     * an object which has subtracted the x and y coordinates of another
2201     * object, needs to travel toward it.
2202     */
2203 root 1.24 int
2204     find_dir_2 (int x, int y)
2205     {
2206 root 1.75 int q;
2207 elmex 1.1
2208 root 1.24 if (y)
2209     q = x * 100 / y;
2210 elmex 1.1 else if (x)
2211 root 1.24 q = -300 * x;
2212 elmex 1.1 else
2213     return 0;
2214    
2215 root 1.24 if (y > 0)
2216     {
2217     if (q < -242)
2218     return 3;
2219     if (q < -41)
2220     return 2;
2221     if (q < 41)
2222     return 1;
2223     if (q < 242)
2224     return 8;
2225     return 7;
2226     }
2227 elmex 1.1
2228     if (q < -242)
2229 root 1.24 return 7;
2230 elmex 1.1 if (q < -41)
2231 root 1.24 return 6;
2232 elmex 1.1 if (q < 41)
2233 root 1.24 return 5;
2234 elmex 1.1 if (q < 242)
2235 root 1.24 return 4;
2236 elmex 1.1
2237 root 1.24 return 3;
2238 elmex 1.1 }
2239    
2240     /*
2241     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2242     * between two directions (which are expected to be absolute (see absdir())
2243     */
2244 root 1.24 int
2245     dirdiff (int dir1, int dir2)
2246     {
2247 root 1.82 int d;
2248 root 1.24
2249     d = abs (dir1 - dir2);
2250     if (d > 4)
2251 elmex 1.1 d = 8 - d;
2252 root 1.82
2253 elmex 1.1 return d;
2254     }
2255    
2256     /* peterm:
2257     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2258     * Basically, this is a table of directions, and what directions
2259     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2260     * This basically means that if direction is 15, then it could either go
2261     * direction 4, 14, or 16 to get back to where we are.
2262     * Moved from spell_util.c to object.c with the other related direction
2263     * functions.
2264     */
2265 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2266 root 1.24 {0, 0, 0}, /* 0 */
2267     {0, 0, 0}, /* 1 */
2268     {0, 0, 0}, /* 2 */
2269     {0, 0, 0}, /* 3 */
2270     {0, 0, 0}, /* 4 */
2271     {0, 0, 0}, /* 5 */
2272     {0, 0, 0}, /* 6 */
2273     {0, 0, 0}, /* 7 */
2274     {0, 0, 0}, /* 8 */
2275     {8, 1, 2}, /* 9 */
2276     {1, 2, -1}, /* 10 */
2277     {2, 10, 12}, /* 11 */
2278     {2, 3, -1}, /* 12 */
2279     {2, 3, 4}, /* 13 */
2280     {3, 4, -1}, /* 14 */
2281     {4, 14, 16}, /* 15 */
2282     {5, 4, -1}, /* 16 */
2283     {4, 5, 6}, /* 17 */
2284     {6, 5, -1}, /* 18 */
2285     {6, 20, 18}, /* 19 */
2286     {7, 6, -1}, /* 20 */
2287     {6, 7, 8}, /* 21 */
2288     {7, 8, -1}, /* 22 */
2289     {8, 22, 24}, /* 23 */
2290     {8, 1, -1}, /* 24 */
2291     {24, 9, 10}, /* 25 */
2292     {9, 10, -1}, /* 26 */
2293     {10, 11, -1}, /* 27 */
2294     {27, 11, 29}, /* 28 */
2295     {11, 12, -1}, /* 29 */
2296     {12, 13, -1}, /* 30 */
2297     {12, 13, 14}, /* 31 */
2298     {13, 14, -1}, /* 32 */
2299     {14, 15, -1}, /* 33 */
2300     {33, 15, 35}, /* 34 */
2301     {16, 15, -1}, /* 35 */
2302     {17, 16, -1}, /* 36 */
2303     {18, 17, 16}, /* 37 */
2304     {18, 17, -1}, /* 38 */
2305     {18, 19, -1}, /* 39 */
2306     {41, 19, 39}, /* 40 */
2307     {19, 20, -1}, /* 41 */
2308     {20, 21, -1}, /* 42 */
2309     {20, 21, 22}, /* 43 */
2310     {21, 22, -1}, /* 44 */
2311     {23, 22, -1}, /* 45 */
2312     {45, 47, 23}, /* 46 */
2313     {23, 24, -1}, /* 47 */
2314     {24, 9, -1}
2315     }; /* 48 */
2316 elmex 1.1
2317     /* Recursive routine to step back and see if we can
2318     * find a path to that monster that we found. If not,
2319     * we don't bother going toward it. Returns 1 if we
2320     * can see a direct way to get it
2321     * Modified to be map tile aware -.MSW
2322     */
2323 root 1.24 int
2324 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2325 root 1.24 {
2326 root 1.29 sint16 dx, dy;
2327 root 1.75 int mflags;
2328 root 1.24
2329     if (dir < 0)
2330     return 0; /* exit condition: invalid direction */
2331    
2332     dx = x + freearr_x[dir];
2333     dy = y + freearr_y[dir];
2334    
2335     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2336    
2337     /* This functional arguably was incorrect before - it was
2338     * checking for P_WALL - that was basically seeing if
2339     * we could move to the monster - this is being more
2340     * literal on if we can see it. To know if we can actually
2341     * move to the monster, we'd need the monster passed in or
2342     * at least its move type.
2343     */
2344     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2345     return 0;
2346    
2347     /* yes, can see. */
2348     if (dir < 9)
2349     return 1;
2350 root 1.75
2351     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2352     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2353     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2354 root 1.24 }
2355    
2356 elmex 1.1 /*
2357     * can_pick(picker, item): finds out if an object is possible to be
2358     * picked up by the picker. Returnes 1 if it can be
2359     * picked up, otherwise 0.
2360     *
2361     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362     * core dumps if they do.
2363     *
2364     * Add a check so we can't pick up invisible objects (0.93.8)
2365     */
2366    
2367 root 1.24 int
2368     can_pick (const object *who, const object *item)
2369     {
2370     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2371     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2372     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2373 elmex 1.1 }
2374    
2375     /*
2376     * create clone from object to another
2377     */
2378 root 1.24 object *
2379     object_create_clone (object *asrc)
2380     {
2381 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2382 elmex 1.1
2383 root 1.24 if (!asrc)
2384 root 1.62 return 0;
2385    
2386 root 1.24 src = asrc;
2387     if (src->head)
2388     src = src->head;
2389    
2390 root 1.62 prev = 0;
2391 root 1.24 for (part = src; part; part = part->more)
2392     {
2393 root 1.65 tmp = part->clone ();
2394 root 1.24 tmp->x -= src->x;
2395     tmp->y -= src->y;
2396 root 1.62
2397 root 1.24 if (!part->head)
2398     {
2399     dst = tmp;
2400 root 1.62 tmp->head = 0;
2401 root 1.24 }
2402     else
2403 root 1.75 tmp->head = dst;
2404 root 1.62
2405     tmp->more = 0;
2406    
2407 root 1.24 if (prev)
2408     prev->more = tmp;
2409 root 1.62
2410 root 1.24 prev = tmp;
2411 elmex 1.1 }
2412 root 1.24
2413     for (item = src->inv; item; item = item->below)
2414 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2415 elmex 1.1
2416 root 1.24 return dst;
2417 elmex 1.1 }
2418    
2419     /* This returns the first object in who's inventory that
2420     * has the same type and subtype match.
2421     * returns NULL if no match.
2422     */
2423 root 1.24 object *
2424     find_obj_by_type_subtype (const object *who, int type, int subtype)
2425 elmex 1.1 {
2426 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2427 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2428     return tmp;
2429 elmex 1.1
2430 root 1.82 return 0;
2431 elmex 1.1 }
2432    
2433     /* If ob has a field named key, return the link from the list,
2434     * otherwise return NULL.
2435     *
2436     * key must be a passed in shared string - otherwise, this won't
2437     * do the desired thing.
2438     */
2439 root 1.24 key_value *
2440     get_ob_key_link (const object *ob, const char *key)
2441     {
2442 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2443 root 1.48 if (link->key == key)
2444     return link;
2445 root 1.24
2446 root 1.82 return 0;
2447 root 1.24 }
2448 elmex 1.1
2449     /*
2450     * Returns the value of op has an extra_field for key, or NULL.
2451     *
2452     * The argument doesn't need to be a shared string.
2453     *
2454     * The returned string is shared.
2455     */
2456 root 1.24 const char *
2457     get_ob_key_value (const object *op, const char *const key)
2458     {
2459 root 1.35 key_value *link;
2460     shstr_cmp canonical_key (key);
2461 root 1.24
2462 root 1.35 if (!canonical_key)
2463 root 1.24 {
2464     /* 1. There being a field named key on any object
2465     * implies there'd be a shared string to find.
2466     * 2. Since there isn't, no object has this field.
2467     * 3. Therefore, *this* object doesn't have this field.
2468     */
2469 root 1.35 return 0;
2470 elmex 1.1 }
2471    
2472 root 1.24 /* This is copied from get_ob_key_link() above -
2473     * only 4 lines, and saves the function call overhead.
2474     */
2475 root 1.35 for (link = op->key_values; link; link = link->next)
2476     if (link->key == canonical_key)
2477     return link->value;
2478    
2479     return 0;
2480 elmex 1.1 }
2481    
2482     /*
2483     * Updates the canonical_key in op to value.
2484     *
2485     * canonical_key is a shared string (value doesn't have to be).
2486     *
2487     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488     * keys.
2489     *
2490     * Returns TRUE on success.
2491     */
2492 root 1.24 int
2493     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494     {
2495 root 1.82 key_value *field = NULL, *last = NULL;
2496 root 1.24
2497     for (field = op->key_values; field != NULL; field = field->next)
2498     {
2499     if (field->key != canonical_key)
2500     {
2501     last = field;
2502     continue;
2503     }
2504    
2505     if (value)
2506     field->value = value;
2507     else
2508     {
2509     /* Basically, if the archetype has this key set,
2510     * we need to store the null value so when we save
2511     * it, we save the empty value so that when we load,
2512     * we get this value back again.
2513     */
2514     if (get_ob_key_link (&op->arch->clone, canonical_key))
2515     field->value = 0;
2516     else
2517     {
2518     if (last)
2519     last->next = field->next;
2520     else
2521     op->key_values = field->next;
2522    
2523 root 1.29 delete field;
2524 root 1.24 }
2525     }
2526     return TRUE;
2527     }
2528     /* IF we get here, key doesn't exist */
2529    
2530     /* No field, we'll have to add it. */
2531    
2532     if (!add_key)
2533 root 1.82 return FALSE;
2534    
2535 root 1.24 /* There isn't any good reason to store a null
2536     * value in the key/value list. If the archetype has
2537     * this key, then we should also have it, so shouldn't
2538     * be here. If user wants to store empty strings,
2539     * should pass in ""
2540     */
2541     if (value == NULL)
2542 elmex 1.1 return TRUE;
2543 root 1.24
2544     field = new key_value;
2545    
2546     field->key = canonical_key;
2547     field->value = value;
2548     /* Usual prepend-addition. */
2549     field->next = op->key_values;
2550     op->key_values = field;
2551    
2552     return TRUE;
2553 elmex 1.1 }
2554    
2555     /*
2556     * Updates the key in op to value.
2557     *
2558     * If add_key is FALSE, this will only update existing keys,
2559     * and not add new ones.
2560     * In general, should be little reason FALSE is ever passed in for add_key
2561     *
2562     * Returns TRUE on success.
2563     */
2564 root 1.24 int
2565     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566 root 1.11 {
2567 root 1.29 shstr key_ (key);
2568 root 1.24
2569 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2570 elmex 1.1 }
2571 root 1.31
2572 root 1.34 object::depth_iterator::depth_iterator (object *container)
2573     : iterator_base (container)
2574     {
2575     while (item->inv)
2576     item = item->inv;
2577     }
2578    
2579 root 1.31 void
2580 root 1.34 object::depth_iterator::next ()
2581 root 1.31 {
2582 root 1.34 if (item->below)
2583     {
2584     item = item->below;
2585    
2586     while (item->inv)
2587     item = item->inv;
2588     }
2589 root 1.31 else
2590 root 1.34 item = item->env;
2591 root 1.31 }
2592 root 1.34
2593 elmex 1.97
2594     const char *
2595     object::flag_desc (char *desc, int len) const
2596     {
2597     char *p = desc;
2598     bool first = true;
2599    
2600 root 1.101 *p = 0;
2601    
2602 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2603     {
2604     if (len <= 10) // magic constant!
2605     {
2606     snprintf (p, len, ",...");
2607     break;
2608     }
2609    
2610 root 1.101 if (flag [i])
2611 elmex 1.97 {
2612     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2613     len -= cnt;
2614     p += cnt;
2615     first = false;
2616     }
2617     }
2618    
2619     return desc;
2620     }
2621    
2622 root 1.101 // return a suitable string describing an object in enough detail to find it
2623 root 1.36 const char *
2624     object::debug_desc (char *info) const
2625     {
2626 elmex 1.97 char flagdesc[512];
2627     char info2[256 * 4];
2628 root 1.36 char *p = info;
2629    
2630 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2631 elmex 1.97 count, uuid.seq,
2632 root 1.36 &name,
2633 root 1.117 title ? "\",title:\"" : "",
2634 elmex 1.97 title ? (const char *)title : "",
2635     flag_desc (flagdesc, 512), type);
2636 root 1.36
2637     if (env)
2638     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2639    
2640     if (map)
2641 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2642 root 1.36
2643     return info;
2644     }
2645    
2646     const char *
2647     object::debug_desc () const
2648     {
2649 root 1.143 static char info[3][256 * 4];
2650     static int info_idx;
2651 root 1.36
2652 root 1.143 return debug_desc (info [++info_idx % 3]);
2653 root 1.114 }
2654    
2655 root 1.125 struct region *
2656     object::region () const
2657     {
2658     return map ? map->region (x, y)
2659     : region::default_region ();
2660     }
2661    
2662 root 1.129 const materialtype_t *
2663     object::dominant_material () const
2664     {
2665     if (materialtype_t *mat = name_to_material (materialname))
2666     return mat;
2667    
2668     // omfg this is slow, this has to be temporary :)
2669     shstr unknown ("unknown");
2670    
2671     return name_to_material (unknown);
2672     }
2673    
2674 root 1.130 void
2675     object::open_container (object *new_container)
2676     {
2677     if (container == new_container)
2678     return;
2679    
2680     if (object *old_container = container)
2681     {
2682     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683     return;
2684    
2685     #if 0
2686     // remove the "Close old_container" object.
2687     if (object *closer = old_container->inv)
2688     if (closer->type == CLOSE_CON)
2689     closer->destroy ();
2690     #endif
2691    
2692     old_container->flag [FLAG_APPLIED] = 0;
2693     container = 0;
2694    
2695     esrv_update_item (UPD_FLAGS, this, old_container);
2696     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2697     }
2698    
2699     if (new_container)
2700     {
2701     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702     return;
2703    
2704     // TODO: this does not seem to serve any purpose anymore?
2705     #if 0
2706     // insert the "Close Container" object.
2707     if (archetype *closer = new_container->other_arch)
2708     {
2709     object *closer = arch_to_object (new_container->other_arch);
2710     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711     new_container->insert (closer);
2712     }
2713     #endif
2714    
2715 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716    
2717 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2718     container = new_container;
2719    
2720     esrv_update_item (UPD_FLAGS, this, new_container);
2721 root 1.131 esrv_send_inventory (this, new_container);
2722 root 1.130 }
2723     }
2724    
2725