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Revision: 1.149
Committed: Mon May 14 19:56:45 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.148: +0 -6 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 root 1.144 current_weapon = ob;
479 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480 root 1.146
481 root 1.144 update_stats ();
482 root 1.147
483     if (ob)
484     {
485     // now check wether any body locations became invalid, in which case
486     // we cannot apply the weapon at the moment.
487     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488     if (slot[i].used < 0)
489     {
490     current_weapon = chosen_skill = 0;
491     update_stats ();
492    
493     new_draw_info_format (NDI_UNIQUE, 0, this,
494     "You try to balance your applied items all at once, but the %s is too much. "
495     "You need to unapply some items first.", &ob->name);
496     return false;
497     }
498    
499 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 root 1.147 }
501     else
502 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503 root 1.147
504     return true;
505 root 1.144 }
506    
507 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
508     * refcounts and freeing the links.
509     */
510 root 1.24 static void
511     free_key_values (object *op)
512 root 1.11 {
513 root 1.137 for (key_value *i = op->key_values; i; )
514 root 1.11 {
515     key_value *next = i->next;
516     delete i;
517 root 1.24
518 root 1.11 i = next;
519 elmex 1.1 }
520 root 1.24
521 root 1.11 op->key_values = 0;
522 elmex 1.1 }
523    
524 root 1.137 object &
525     object::operator =(const object &src)
526 root 1.11 {
527 root 1.137 bool is_freed = flag [FLAG_FREED];
528     bool is_removed = flag [FLAG_REMOVED];
529 root 1.59
530 root 1.137 *(object_copy *)this = src;
531 elmex 1.1
532 root 1.137 flag [FLAG_FREED] = is_freed;
533     flag [FLAG_REMOVED] = is_removed;
534 elmex 1.1
535 root 1.11 /* Copy over key_values, if any. */
536 root 1.137 if (src.key_values)
537 root 1.14 {
538 root 1.23 key_value *tail = 0;
539 root 1.137 key_values = 0;
540 elmex 1.1
541 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
542 root 1.11 {
543     key_value *new_link = new key_value;
544 root 1.8
545 root 1.24 new_link->next = 0;
546     new_link->key = i->key;
547 root 1.11 new_link->value = i->value;
548    
549     /* Try and be clever here, too. */
550 root 1.137 if (!key_values)
551 root 1.11 {
552 root 1.137 key_values = new_link;
553 root 1.11 tail = new_link;
554 root 1.8 }
555 root 1.11 else
556     {
557     tail->next = new_link;
558     tail = new_link;
559     }
560 root 1.14 }
561     }
562 root 1.137 }
563    
564     /*
565     * copy_to first frees everything allocated by the dst object,
566     * and then copies the contents of itself into the second
567     * object, allocating what needs to be allocated. Basically, any
568     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569     * if the first object is freed, the pointers in the new object
570     * will point at garbage.
571     */
572     void
573     object::copy_to (object *dst)
574     {
575     *dst = *this;
576    
577     if (speed < 0)
578     dst->speed_left = speed_left - rndm ();
579 root 1.2
580 root 1.87 dst->set_speed (dst->speed);
581 elmex 1.1 }
582    
583 root 1.133 void
584     object::instantiate ()
585     {
586     if (!uuid.seq) // HACK
587     uuid = gen_uuid ();
588    
589     speed_left = -0.1f;
590     /* copy the body_info to the body_used - this is only really
591     * need for monsters, but doesn't hurt to do it for everything.
592     * by doing so, when a monster is created, it has good starting
593     * values for the body_used info, so when items are created
594     * for it, they can be properly equipped.
595     */
596 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
597     slot[i].used = slot[i].info;
598 root 1.133
599     attachable::instantiate ();
600     }
601    
602 root 1.65 object *
603     object::clone ()
604     {
605     object *neu = create ();
606     copy_to (neu);
607     return neu;
608     }
609    
610 elmex 1.1 /*
611     * If an object with the IS_TURNABLE() flag needs to be turned due
612     * to the closest player being on the other side, this function can
613     * be called to update the face variable, _and_ how it looks on the map.
614     */
615 root 1.24 void
616     update_turn_face (object *op)
617     {
618 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
619 root 1.24 return;
620 root 1.96
621 root 1.24 SET_ANIMATION (op, op->direction);
622     update_object (op, UP_OBJ_FACE);
623 elmex 1.1 }
624    
625     /*
626     * Updates the speed of an object. If the speed changes from 0 to another
627     * value, or vice versa, then add/remove the object from the active list.
628     * This function needs to be called whenever the speed of an object changes.
629     */
630 root 1.24 void
631 root 1.87 object::set_speed (float speed)
632 root 1.24 {
633 root 1.87 if (flag [FLAG_FREED] && speed)
634 root 1.24 {
635 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
636     speed = 0;
637 elmex 1.1 }
638 root 1.31
639 root 1.87 this->speed = speed;
640    
641 elmex 1.97 if (has_active_speed ())
642 root 1.98 activate ();
643 root 1.24 else
644 root 1.98 deactivate ();
645 elmex 1.1 }
646    
647     /*
648 root 1.75 * update_object() updates the the map.
649 elmex 1.1 * It takes into account invisible objects (and represent squares covered
650     * by invisible objects by whatever is below them (unless it's another
651     * invisible object, etc...)
652     * If the object being updated is beneath a player, the look-window
653     * of that player is updated (this might be a suboptimal way of
654     * updating that window, though, since update_object() is called _often_)
655     *
656     * action is a hint of what the caller believes need to be done.
657     * current action are:
658     * UP_OBJ_INSERT: op was inserted
659     * UP_OBJ_REMOVE: op was removed
660     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
661     * as that is easier than trying to look at what may have changed.
662     * UP_OBJ_FACE: only the objects face has changed.
663     */
664 root 1.24 void
665     update_object (object *op, int action)
666     {
667     if (op == NULL)
668     {
669     /* this should never happen */
670     LOG (llevDebug, "update_object() called for NULL object.\n");
671     return;
672 elmex 1.1 }
673 root 1.24
674 root 1.75 if (op->env)
675 root 1.24 {
676     /* Animation is currently handled by client, so nothing
677     * to do in this case.
678     */
679     return;
680 elmex 1.1 }
681    
682 root 1.24 /* If the map is saving, don't do anything as everything is
683     * going to get freed anyways.
684     */
685     if (!op->map || op->map->in_memory == MAP_SAVING)
686     return;
687    
688     /* make sure the object is within map boundaries */
689 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
690 root 1.24 {
691     LOG (llevError, "update_object() called for object out of map!\n");
692 elmex 1.1 #ifdef MANY_CORES
693 root 1.24 abort ();
694 elmex 1.1 #endif
695 root 1.24 return;
696 elmex 1.1 }
697    
698 root 1.76 mapspace &m = op->ms ();
699 elmex 1.1
700 root 1.99 if (!(m.flags_ & P_UPTODATE))
701 root 1.75 /* nop */;
702     else if (action == UP_OBJ_INSERT)
703     {
704     // this is likely overkill, TODO: revisit (schmorp)
705     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
706     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
707     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
708     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
710     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
711     || (m.move_on | op->move_on ) != m.move_on
712     || (m.move_off | op->move_off ) != m.move_off
713     || (m.move_slow | op->move_slow) != m.move_slow
714     /* This isn't perfect, but I don't expect a lot of objects to
715     * to have move_allow right now.
716     */
717     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
718     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
719 root 1.99 m.flags_ = 0;
720 root 1.75 }
721     /* if the object is being removed, we can't make intelligent
722     * decisions, because remove_ob can't really pass the object
723     * that is being removed.
724     */
725 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
726 root 1.99 m.flags_ = 0;
727 root 1.24 else if (action == UP_OBJ_FACE)
728 root 1.29 /* Nothing to do for that case */ ;
729 root 1.24 else
730 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
731 elmex 1.1
732 root 1.75 if (op->more)
733 root 1.24 update_object (op->more, action);
734 elmex 1.1 }
735    
736 root 1.21 object::object ()
737     {
738 root 1.22 SET_FLAG (this, FLAG_REMOVED);
739    
740     expmul = 1.0;
741     face = blank_face;
742     }
743    
744     object::~object ()
745     {
746 root 1.121 unlink ();
747 root 1.119
748 root 1.22 free_key_values (this);
749     }
750    
751 root 1.112 static int object_count;
752    
753 root 1.24 void object::link ()
754 root 1.22 {
755 root 1.112 assert (!index);//D
756 root 1.41 uuid = gen_uuid ();
757 root 1.112 count = ++object_count;
758 root 1.21
759 root 1.109 refcnt_inc ();
760 root 1.108 objects.insert (this);
761 root 1.21 }
762    
763 root 1.24 void object::unlink ()
764 root 1.21 {
765 root 1.121 if (!index)
766     return;
767    
768 root 1.108 objects.erase (this);
769 root 1.109 refcnt_dec ();
770 root 1.98 }
771    
772 root 1.96 void
773 root 1.98 object::activate ()
774 root 1.96 {
775 root 1.98 /* If already on active list, don't do anything */
776 root 1.108 if (active)
777 root 1.98 return;
778    
779 elmex 1.97 if (has_active_speed ())
780 root 1.108 actives.insert (this);
781 root 1.98 }
782 root 1.96
783 root 1.98 void
784     object::activate_recursive ()
785     {
786     activate ();
787    
788 root 1.104 for (object *op = inv; op; op = op->below)
789 root 1.98 op->activate_recursive ();
790 root 1.96 }
791    
792     /* This function removes object 'op' from the list of active
793     * objects.
794     * This should only be used for style maps or other such
795     * reference maps where you don't want an object that isn't
796     * in play chewing up cpu time getting processed.
797     * The reverse of this is to call update_ob_speed, which
798     * will do the right thing based on the speed of the object.
799     */
800     void
801 root 1.98 object::deactivate ()
802 root 1.96 {
803     /* If not on the active list, nothing needs to be done */
804 root 1.108 if (!active)
805 root 1.96 return;
806    
807 root 1.108 actives.erase (this);
808 root 1.98 }
809 root 1.96
810 root 1.98 void
811     object::deactivate_recursive ()
812     {
813 root 1.104 for (object *op = inv; op; op = op->below)
814 root 1.98 op->deactivate_recursive ();
815    
816     deactivate ();
817 root 1.96 }
818    
819 root 1.106 void
820     object::set_flag_inv (int flag, int value)
821     {
822     for (object *op = inv; op; op = op->below)
823     {
824     op->flag [flag] = value;
825     op->set_flag_inv (flag, value);
826     }
827     }
828    
829 root 1.89 /*
830     * Remove and free all objects in the inventory of the given object.
831     * object.c ?
832     */
833     void
834     object::destroy_inv (bool drop_to_ground)
835     {
836 root 1.94 // need to check first, because the checks below might segfault
837     // as we might be on an invalid mapspace and crossfire code
838     // is too buggy to ensure that the inventory is empty.
839     // corollary: if you create arrows etc. with stuff in tis inventory,
840     // cf will crash below with off-map x and y
841     if (!inv)
842     return;
843    
844 root 1.89 /* Only if the space blocks everything do we not process -
845     * if some form of movement is allowed, let objects
846     * drop on that space.
847     */
848 root 1.92 if (!drop_to_ground
849     || !map
850     || map->in_memory != MAP_IN_MEMORY
851 root 1.122 || map->nodrop
852 root 1.95 || ms ().move_block == MOVE_ALL)
853 root 1.89 {
854     while (inv)
855 root 1.92 {
856     inv->destroy_inv (drop_to_ground);
857     inv->destroy ();
858     }
859 root 1.89 }
860     else
861     { /* Put objects in inventory onto this space */
862     while (inv)
863     {
864     object *op = inv;
865    
866     if (op->flag [FLAG_STARTEQUIP]
867     || op->flag [FLAG_NO_DROP]
868     || op->type == RUNE
869     || op->type == TRAP
870 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
871     || op->flag [FLAG_DESTROY_ON_DEATH])
872 root 1.89 op->destroy ();
873     else
874 root 1.93 map->insert (op, x, y);
875 root 1.89 }
876     }
877     }
878    
879 root 1.21 object *object::create ()
880     {
881 root 1.42 object *op = new object;
882 root 1.22 op->link ();
883     return op;
884 root 1.21 }
885 elmex 1.1
886 root 1.82 void
887     object::do_destroy ()
888 root 1.14 {
889 root 1.112 attachable::do_destroy ();
890    
891 root 1.82 if (flag [FLAG_IS_LINKED])
892     remove_button_link (this);
893 root 1.29
894 root 1.82 if (flag [FLAG_FRIENDLY])
895 root 1.140 remove_friendly_object (this);
896 root 1.32
897 root 1.82 if (!flag [FLAG_REMOVED])
898 root 1.63 remove ();
899 root 1.14
900 root 1.112 destroy_inv (true);
901 root 1.14
902 root 1.112 deactivate ();
903     unlink ();
904 root 1.92
905 root 1.82 flag [FLAG_FREED] = 1;
906 root 1.14
907 root 1.57 // hack to ensure that freed objects still have a valid map
908     {
909     static maptile *freed_map; // freed objects are moved here to avoid crashes
910    
911     if (!freed_map)
912     {
913     freed_map = new maptile;
914    
915     freed_map->name = "/internal/freed_objects_map";
916     freed_map->width = 3;
917     freed_map->height = 3;
918    
919 root 1.96 freed_map->alloc ();
920 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
921 root 1.57 }
922    
923     map = freed_map;
924     x = 1;
925     y = 1;
926     }
927    
928 root 1.82 head = 0;
929 root 1.88
930     if (more)
931     {
932     more->destroy ();
933     more = 0;
934     }
935 root 1.82
936 root 1.44 // clear those pointers that likely might have circular references to us
937     owner = 0;
938     enemy = 0;
939     attacked_by = 0;
940 root 1.82 }
941    
942     void
943     object::destroy (bool destroy_inventory)
944     {
945     if (destroyed ())
946     return;
947    
948     if (destroy_inventory)
949 root 1.89 destroy_inv (false);
950 root 1.22
951 root 1.82 attachable::destroy ();
952 elmex 1.1 }
953    
954     /*
955     * sub_weight() recursively (outwards) subtracts a number from the
956     * weight of an object (and what is carried by it's environment(s)).
957     */
958 root 1.24 void
959     sub_weight (object *op, signed long weight)
960     {
961     while (op != NULL)
962     {
963     if (op->type == CONTAINER)
964 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
965    
966 root 1.24 op->carrying -= weight;
967     op = op->env;
968 elmex 1.1 }
969     }
970    
971 root 1.63 /* op->remove ():
972 elmex 1.1 * This function removes the object op from the linked list of objects
973     * which it is currently tied to. When this function is done, the
974     * object will have no environment. If the object previously had an
975     * environment, the x and y coordinates will be updated to
976     * the previous environment.
977     */
978 root 1.24 void
979 root 1.128 object::do_remove ()
980 root 1.24 {
981 root 1.45 object *tmp, *last = 0;
982     object *otmp;
983 root 1.26
984 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
985 root 1.29 return;
986 root 1.24
987 root 1.59 SET_FLAG (this, FLAG_REMOVED);
988 root 1.82 INVOKE_OBJECT (REMOVE, this);
989 root 1.26
990 root 1.59 if (more)
991     more->remove ();
992 root 1.24
993     /*
994     * In this case, the object to be removed is in someones
995     * inventory.
996     */
997 root 1.59 if (env)
998 root 1.24 {
999 root 1.59 if (nrof)
1000     sub_weight (env, weight * nrof);
1001 root 1.24 else
1002 root 1.59 sub_weight (env, weight + carrying);
1003 root 1.24
1004     /* NO_FIX_PLAYER is set when a great many changes are being
1005     * made to players inventory. If set, avoiding the call
1006     * to save cpu time.
1007     */
1008 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1009 root 1.78 otmp->update_stats ();
1010 root 1.24
1011 root 1.96 if (above)
1012 root 1.59 above->below = below;
1013 root 1.24 else
1014 root 1.59 env->inv = below;
1015 root 1.24
1016 root 1.96 if (below)
1017 root 1.59 below->above = above;
1018 root 1.24
1019     /* we set up values so that it could be inserted into
1020     * the map, but we don't actually do that - it is up
1021     * to the caller to decide what we want to do.
1022     */
1023 root 1.59 x = env->x, y = env->y;
1024     map = env->map;
1025     above = 0, below = 0;
1026     env = 0;
1027     }
1028     else if (map)
1029     {
1030 root 1.96 if (type == PLAYER)
1031     {
1032 root 1.130 // leaving a spot always closes any open container on the ground
1033     if (container && !container->env)
1034     // this causes spurious floorbox updates, but it ensures
1035     // that the CLOSE event is being sent.
1036     close_container ();
1037    
1038 root 1.96 --map->players;
1039 root 1.100 map->touch ();
1040 root 1.96 }
1041    
1042 root 1.98 map->dirty = true;
1043 root 1.117 mapspace &ms = this->ms ();
1044 elmex 1.1
1045 root 1.29 /* link the object above us */
1046 root 1.59 if (above)
1047     above->below = below;
1048 root 1.29 else
1049 root 1.117 ms.top = below; /* we were top, set new top */
1050 root 1.24
1051 root 1.29 /* Relink the object below us, if there is one */
1052 root 1.59 if (below)
1053     below->above = above;
1054 root 1.29 else
1055     {
1056     /* Nothing below, which means we need to relink map object for this space
1057     * use translated coordinates in case some oddness with map tiling is
1058     * evident
1059     */
1060 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1061 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 ());
1062 elmex 1.1
1063 root 1.117 ms.bot = above; /* goes on above it. */
1064 root 1.8 }
1065 root 1.26
1066 root 1.59 above = 0;
1067     below = 0;
1068 root 1.26
1069 root 1.59 if (map->in_memory == MAP_SAVING)
1070 root 1.29 return;
1071 elmex 1.1
1072 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1073 elmex 1.1
1074 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1075 root 1.24 {
1076 root 1.29 /* No point updating the players look faces if he is the object
1077     * being removed.
1078 root 1.24 */
1079 root 1.29
1080 root 1.59 if (tmp->type == PLAYER && tmp != this)
1081 root 1.24 {
1082 root 1.29 /* If a container that the player is currently using somehow gets
1083     * removed (most likely destroyed), update the player view
1084     * appropriately.
1085     */
1086 root 1.59 if (tmp->container == this)
1087 root 1.29 {
1088 root 1.82 flag [FLAG_APPLIED] = 0;
1089 root 1.59 tmp->container = 0;
1090 root 1.29 }
1091    
1092 root 1.82 if (tmp->contr->ns)
1093     tmp->contr->ns->floorbox_update ();
1094 root 1.8 }
1095 root 1.26
1096 root 1.96 /* See if object moving off should effect something */
1097 root 1.50 if (check_walk_off
1098 root 1.59 && ((move_type & tmp->move_off)
1099     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1100 root 1.29 {
1101 elmex 1.72 move_apply (tmp, this, 0);
1102 root 1.24
1103 root 1.59 if (destroyed ())
1104 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1105 root 1.8 }
1106    
1107 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1108 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 root 1.29 if (tmp->above == tmp)
1110 root 1.59 tmp->above = 0;
1111 root 1.8
1112 root 1.29 last = tmp;
1113     }
1114 root 1.26
1115 root 1.96 /* last == NULL if there are no objects on this space */
1116     //TODO: this makes little sense, why only update the topmost object?
1117 root 1.59 if (!last)
1118 root 1.99 map->at (x, y).flags_ = 0;
1119 root 1.29 else
1120     update_object (last, UP_OBJ_REMOVE);
1121 root 1.26
1122 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1123 root 1.59 update_all_los (map, x, y);
1124 elmex 1.1 }
1125     }
1126    
1127     /*
1128     * merge_ob(op,top):
1129     *
1130     * This function goes through all objects below and including top, and
1131     * merges op to the first matching object.
1132     * If top is NULL, it is calculated.
1133     * Returns pointer to object if it succeded in the merge, otherwise NULL
1134     */
1135 root 1.24 object *
1136     merge_ob (object *op, object *top)
1137     {
1138     if (!op->nrof)
1139 elmex 1.1 return 0;
1140 root 1.29
1141 root 1.82 if (top)
1142     for (top = op; top && top->above; top = top->above)
1143     ;
1144 root 1.29
1145 root 1.82 for (; top; top = top->below)
1146 elmex 1.1 {
1147 root 1.24 if (top == op)
1148     continue;
1149 root 1.66
1150     if (object::can_merge (op, top))
1151 root 1.24 {
1152     top->nrof += op->nrof;
1153    
1154 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1155 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1156 root 1.64 op->destroy ();
1157 root 1.24 return top;
1158     }
1159 elmex 1.1 }
1160 root 1.29
1161 root 1.45 return 0;
1162 elmex 1.1 }
1163    
1164 root 1.138 void
1165     object::expand_tail ()
1166     {
1167     if (more)
1168     return;
1169    
1170     object *prev = this;
1171    
1172     for (archetype *at = arch->more; at; at = at->more)
1173     {
1174     object *op = arch_to_object (at);
1175    
1176     op->name = name;
1177     op->name_pl = name_pl;
1178     op->title = title;
1179    
1180     op->head = this;
1181     prev->more = op;
1182    
1183     prev = op;
1184     }
1185     }
1186    
1187 elmex 1.1 /*
1188 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1189     * job preparing multi-part monsters.
1190 elmex 1.1 */
1191 root 1.24 object *
1192 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1193 root 1.24 {
1194 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 root 1.24 {
1196     tmp->x = x + tmp->arch->clone.x;
1197     tmp->y = y + tmp->arch->clone.y;
1198 elmex 1.1 }
1199 root 1.29
1200 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1201 elmex 1.1 }
1202    
1203     /*
1204     * insert_ob_in_map (op, map, originator, flag):
1205     * This function inserts the object in the two-way linked list
1206     * which represents what is on a map.
1207     * The second argument specifies the map, and the x and y variables
1208     * in the object about to be inserted specifies the position.
1209     *
1210     * originator: Player, monster or other object that caused 'op' to be inserted
1211     * into 'map'. May be NULL.
1212     *
1213     * flag is a bitmask about special things to do (or not do) when this
1214     * function is called. see the object.h file for the INS_ values.
1215     * Passing 0 for flag gives proper default values, so flag really only needs
1216     * to be set if special handling is needed.
1217     *
1218     * Return value:
1219     * new object if 'op' was merged with other object
1220     * NULL if 'op' was destroyed
1221     * just 'op' otherwise
1222     */
1223 root 1.24 object *
1224 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225 elmex 1.1 {
1226 root 1.138 assert (!op->flag [FLAG_FREED]);
1227    
1228 root 1.25 object *tmp, *top, *floor = NULL;
1229 elmex 1.1
1230 root 1.117 op->remove ();
1231    
1232 root 1.139 #if 0
1233 root 1.138 if (!m->active != !op->active)
1234     if (m->active)
1235     op->activate_recursive ();
1236     else
1237     op->deactivate_recursive ();
1238 root 1.139 #endif
1239 root 1.25
1240 root 1.24 if (out_of_map (m, op->x, op->y))
1241     {
1242 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1243 elmex 1.1 #ifdef MANY_CORES
1244 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1245     * is likely to cause a crash. Better to find out where it is getting
1246     * improperly inserted.
1247     */
1248     abort ();
1249 elmex 1.1 #endif
1250 root 1.24 return op;
1251 elmex 1.1 }
1252 root 1.25
1253 root 1.117 if (object *more = op->more)
1254 root 1.24 {
1255 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1256 root 1.24 {
1257     if (!op->head)
1258     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259 root 1.26
1260 root 1.82 return 0;
1261 root 1.8 }
1262 root 1.24 }
1263 root 1.25
1264 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1265 root 1.8
1266 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1267     * of areas of callers (eg, anything that uses find_free_spot would now
1268     * need extra work
1269     */
1270 root 1.117 if (!xy_normalise (m, op->x, op->y))
1271     return 0;
1272    
1273     op->map = m;
1274     mapspace &ms = op->ms ();
1275 root 1.24
1276     /* this has to be done after we translate the coordinates.
1277     */
1278     if (op->nrof && !(flag & INS_NO_MERGE))
1279 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1280 root 1.66 if (object::can_merge (op, tmp))
1281 root 1.25 {
1282     op->nrof += tmp->nrof;
1283 root 1.64 tmp->destroy ();
1284 root 1.25 }
1285 root 1.24
1286     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1288 root 1.25
1289 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1290     CLEAR_FLAG (op, FLAG_NO_STEAL);
1291    
1292     if (flag & INS_BELOW_ORIGINATOR)
1293     {
1294     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1295     {
1296     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1297     abort ();
1298     }
1299 root 1.25
1300 root 1.24 op->above = originator;
1301     op->below = originator->below;
1302 root 1.25
1303 root 1.24 if (op->below)
1304     op->below->above = op;
1305     else
1306 root 1.117 ms.bot = op;
1307 root 1.25
1308 root 1.24 /* since *below* originator, no need to update top */
1309     originator->below = op;
1310 elmex 1.1 }
1311 root 1.24 else
1312     {
1313 root 1.117 top = ms.bot;
1314    
1315 root 1.24 /* If there are other objects, then */
1316 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1317 root 1.24 {
1318 root 1.96 object *last = 0;
1319 root 1.24
1320     /*
1321     * If there are multiple objects on this space, we do some trickier handling.
1322     * We've already dealt with merging if appropriate.
1323     * Generally, we want to put the new object on top. But if
1324     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325     * floor, we want to insert above that and no further.
1326     * Also, if there are spell objects on this space, we stop processing
1327     * once we get to them. This reduces the need to traverse over all of
1328     * them when adding another one - this saves quite a bit of cpu time
1329     * when lots of spells are cast in one area. Currently, it is presumed
1330     * that flying non pickable objects are spell objects.
1331     */
1332 root 1.117 for (top = ms.bot; top; top = top->above)
1333 root 1.24 {
1334     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1335     floor = top;
1336 root 1.26
1337 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))
1338     {
1339     /* We insert above top, so we want this object below this */
1340     top = top->below;
1341     break;
1342     }
1343 root 1.26
1344 root 1.24 last = top;
1345     }
1346 root 1.26
1347 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1348     top = last;
1349 root 1.8
1350 root 1.24 /* We let update_position deal with figuring out what the space
1351     * looks like instead of lots of conditions here.
1352     * makes things faster, and effectively the same result.
1353     */
1354    
1355     /* Have object 'fall below' other objects that block view.
1356 root 1.135 * Unless those objects are exits.
1357 root 1.24 * If INS_ON_TOP is used, don't do this processing
1358     * Need to find the object that in fact blocks view, otherwise
1359     * stacking is a bit odd.
1360     */
1361 root 1.117 if (!(flag & INS_ON_TOP)
1362     && ms.flags () & P_BLOCKSVIEW
1363 root 1.135 && (op->face && !faces [op->face].visibility))
1364 root 1.24 {
1365     for (last = top; last != floor; last = last->below)
1366     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1367     break;
1368 root 1.117
1369 root 1.24 /* Check to see if we found the object that blocks view,
1370     * and make sure we have a below pointer for it so that
1371     * we can get inserted below this one, which requires we
1372     * set top to the object below us.
1373     */
1374     if (last && last->below && last != floor)
1375     top = last->below;
1376 root 1.8 }
1377 root 1.24 } /* If objects on this space */
1378 root 1.25
1379 root 1.24 if (flag & INS_MAP_LOAD)
1380 root 1.117 top = ms.top;
1381 root 1.25
1382 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1383     top = floor;
1384    
1385     /* Top is the object that our object (op) is going to get inserted above.
1386     */
1387    
1388     /* First object on this space */
1389     if (!top)
1390     {
1391 root 1.117 op->above = ms.bot;
1392 root 1.25
1393 root 1.24 if (op->above)
1394     op->above->below = op;
1395 root 1.25
1396 root 1.96 op->below = 0;
1397 root 1.117 ms.bot = op;
1398 root 1.24 }
1399     else
1400     { /* get inserted into the stack above top */
1401     op->above = top->above;
1402 root 1.25
1403 root 1.24 if (op->above)
1404     op->above->below = op;
1405 root 1.25
1406 root 1.24 op->below = top;
1407     top->above = op;
1408     }
1409 root 1.25
1410 root 1.96 if (!op->above)
1411 root 1.117 ms.top = op;
1412 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1413 root 1.8
1414 root 1.24 if (op->type == PLAYER)
1415 root 1.96 {
1416     op->contr->do_los = 1;
1417     ++op->map->players;
1418 root 1.100 op->map->touch ();
1419 root 1.96 }
1420 root 1.24
1421 root 1.98 op->map->dirty = true;
1422    
1423 root 1.24 /* If we have a floor, we know the player, if any, will be above
1424     * it, so save a few ticks and start from there.
1425     */
1426     if (!(flag & INS_MAP_LOAD))
1427 root 1.117 if (object *pl = ms.player ())
1428 root 1.82 if (pl->contr->ns)
1429     pl->contr->ns->floorbox_update ();
1430 root 1.24
1431     /* If this object glows, it may affect lighting conditions that are
1432     * visible to others on this map. But update_all_los is really
1433     * an inefficient way to do this, as it means los for all players
1434     * on the map will get recalculated. The players could very well
1435     * be far away from this change and not affected in any way -
1436     * this should get redone to only look for players within range,
1437 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1438 root 1.24 * of effect may be sufficient.
1439     */
1440 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1441 root 1.24 update_all_los (op->map, op->x, op->y);
1442    
1443     /* updates flags (blocked, alive, no magic, etc) for this map space */
1444     update_object (op, UP_OBJ_INSERT);
1445    
1446 root 1.82 INVOKE_OBJECT (INSERT, op);
1447    
1448 root 1.24 /* Don't know if moving this to the end will break anything. However,
1449 root 1.70 * we want to have floorbox_update called before calling this.
1450 root 1.24 *
1451     * check_move_on() must be after this because code called from
1452     * check_move_on() depends on correct map flags (so functions like
1453     * blocked() and wall() work properly), and these flags are updated by
1454     * update_object().
1455     */
1456    
1457     /* if this is not the head or flag has been passed, don't check walk on status */
1458     if (!(flag & INS_NO_WALK_ON) && !op->head)
1459     {
1460     if (check_move_on (op, originator))
1461 root 1.82 return 0;
1462 elmex 1.1
1463 root 1.24 /* If we are a multi part object, lets work our way through the check
1464     * walk on's.
1465     */
1466     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1467     if (check_move_on (tmp, originator))
1468 root 1.82 return 0;
1469 elmex 1.1 }
1470 root 1.25
1471 root 1.24 return op;
1472 elmex 1.1 }
1473    
1474     /* this function inserts an object in the map, but if it
1475 root 1.75 * finds an object of its own type, it'll remove that one first.
1476     * op is the object to insert it under: supplies x and the map.
1477 elmex 1.1 */
1478 root 1.24 void
1479     replace_insert_ob_in_map (const char *arch_string, object *op)
1480     {
1481 root 1.75 object *tmp, *tmp1;
1482 elmex 1.1
1483 root 1.24 /* first search for itself and remove any old instances */
1484 elmex 1.1
1485 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1487     tmp->destroy ();
1488 elmex 1.1
1489 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1490 elmex 1.1
1491 root 1.24 tmp1->x = op->x;
1492     tmp1->y = op->y;
1493     insert_ob_in_map (tmp1, op->map, op, 0);
1494     }
1495 elmex 1.1
1496 root 1.93 object *
1497     object::insert_at (object *where, object *originator, int flags)
1498     {
1499 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1500 root 1.93 }
1501    
1502 elmex 1.1 /*
1503     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504     * is returned contains nr objects, and the remaining parts contains
1505     * the rest (or is removed and freed if that number is 0).
1506     * On failure, NULL is returned, and the reason put into the
1507     * global static errmsg array.
1508     */
1509 root 1.24 object *
1510     get_split_ob (object *orig_ob, uint32 nr)
1511     {
1512 root 1.64 object *newob;
1513     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 root 1.24
1515     if (orig_ob->nrof < nr)
1516     {
1517     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518     return NULL;
1519     }
1520 root 1.29
1521 root 1.24 newob = object_create_clone (orig_ob);
1522 root 1.29
1523 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1524 root 1.63 orig_ob->destroy (1);
1525 root 1.24 else if (!is_removed)
1526     {
1527     if (orig_ob->env != NULL)
1528     sub_weight (orig_ob->env, orig_ob->weight * nr);
1529     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1530     {
1531     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1532     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533     return NULL;
1534 root 1.8 }
1535 elmex 1.1 }
1536 root 1.29
1537 root 1.24 newob->nrof = nr;
1538 elmex 1.1
1539 root 1.24 return newob;
1540 elmex 1.1 }
1541    
1542     /*
1543     * decrease_ob_nr(object, number) decreases a specified number from
1544     * the amount of an object. If the amount reaches 0, the object
1545     * is subsequently removed and freed.
1546     *
1547     * Return value: 'op' if something is left, NULL if the amount reached 0
1548     */
1549 root 1.24 object *
1550     decrease_ob_nr (object *op, uint32 i)
1551 elmex 1.1 {
1552 root 1.29 object *tmp;
1553 elmex 1.1
1554 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1555     return op;
1556    
1557     if (i > op->nrof)
1558     i = op->nrof;
1559    
1560     if (QUERY_FLAG (op, FLAG_REMOVED))
1561 root 1.29 op->nrof -= i;
1562 root 1.73 else if (op->env)
1563 root 1.24 {
1564     /* is this object in the players inventory, or sub container
1565     * therein?
1566     */
1567 root 1.74 tmp = op->in_player ();
1568 root 1.24 /* nope. Is this a container the player has opened?
1569     * If so, set tmp to that player.
1570     * IMO, searching through all the players will mostly
1571     * likely be quicker than following op->env to the map,
1572     * and then searching the map for a player.
1573     */
1574     if (!tmp)
1575 root 1.81 for_all_players (pl)
1576     if (pl->ob->container == op->env)
1577     {
1578     tmp = pl->ob;
1579     break;
1580     }
1581 elmex 1.1
1582 root 1.24 if (i < op->nrof)
1583     {
1584     sub_weight (op->env, op->weight * i);
1585     op->nrof -= i;
1586     if (tmp)
1587 root 1.73 esrv_send_item (tmp, op);
1588 root 1.24 }
1589     else
1590     {
1591 root 1.63 op->remove ();
1592 root 1.24 op->nrof = 0;
1593     if (tmp)
1594 root 1.73 esrv_del_item (tmp->contr, op->count);
1595 elmex 1.1 }
1596     }
1597 root 1.24 else
1598 elmex 1.1 {
1599 root 1.29 object *above = op->above;
1600 elmex 1.1
1601 root 1.24 if (i < op->nrof)
1602 root 1.29 op->nrof -= i;
1603 root 1.24 else
1604     {
1605 root 1.63 op->remove ();
1606 root 1.24 op->nrof = 0;
1607     }
1608 root 1.29
1609 root 1.24 /* Since we just removed op, op->above is null */
1610 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1611 root 1.24 if (tmp->type == PLAYER)
1612     {
1613     if (op->nrof)
1614     esrv_send_item (tmp, op);
1615     else
1616     esrv_del_item (tmp->contr, op->count);
1617     }
1618 elmex 1.1 }
1619    
1620 root 1.24 if (op->nrof)
1621 root 1.29 return op;
1622 root 1.24 else
1623     {
1624 root 1.64 op->destroy ();
1625 root 1.73 return 0;
1626 elmex 1.1 }
1627     }
1628    
1629     /*
1630     * add_weight(object, weight) adds the specified weight to an object,
1631     * and also updates how much the environment(s) is/are carrying.
1632     */
1633 root 1.24 void
1634     add_weight (object *op, signed long weight)
1635     {
1636     while (op != NULL)
1637     {
1638     if (op->type == CONTAINER)
1639 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1640    
1641 root 1.24 op->carrying += weight;
1642     op = op->env;
1643     }
1644 elmex 1.1 }
1645    
1646 root 1.24 object *
1647     insert_ob_in_ob (object *op, object *where)
1648     {
1649 root 1.59 if (!where)
1650 root 1.24 {
1651 root 1.53 char *dump = dump_object (op);
1652     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653     free (dump);
1654 root 1.24 return op;
1655     }
1656 root 1.29
1657 root 1.24 if (where->head)
1658     {
1659 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 root 1.24 where = where->head;
1661     }
1662 root 1.29
1663 root 1.59 return where->insert (op);
1664     }
1665    
1666     /*
1667     * env->insert (op)
1668     * This function inserts the object op in the linked list
1669     * inside the object environment.
1670     *
1671     * The function returns now pointer to inserted item, and return value can
1672     * be != op, if items are merged. -Tero
1673     */
1674     object *
1675     object::insert (object *op)
1676     {
1677     object *tmp, *otmp;
1678    
1679     if (!QUERY_FLAG (op, FLAG_REMOVED))
1680     op->remove ();
1681    
1682 root 1.24 if (op->more)
1683     {
1684     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1685     return op;
1686     }
1687 root 1.29
1688 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1689     CLEAR_FLAG (op, FLAG_REMOVED);
1690     if (op->nrof)
1691     {
1692 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1693 root 1.66 if (object::can_merge (tmp, op))
1694 root 1.24 {
1695     /* return the original object and remove inserted object
1696     (client needs the original object) */
1697     tmp->nrof += op->nrof;
1698     /* Weight handling gets pretty funky. Since we are adding to
1699     * tmp->nrof, we need to increase the weight.
1700     */
1701 root 1.59 add_weight (this, op->weight * op->nrof);
1702 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1703 root 1.59 op->destroy (); /* free the inserted object */
1704 root 1.24 op = tmp;
1705 root 1.59 op->remove (); /* and fix old object's links */
1706 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1707     break;
1708     }
1709    
1710     /* I assume combined objects have no inventory
1711     * We add the weight - this object could have just been removed
1712     * (if it was possible to merge). calling remove_ob will subtract
1713     * the weight, so we need to add it in again, since we actually do
1714     * the linking below
1715     */
1716 root 1.59 add_weight (this, op->weight * op->nrof);
1717 root 1.24 }
1718     else
1719 root 1.59 add_weight (this, (op->weight + op->carrying));
1720 elmex 1.1
1721 root 1.74 otmp = this->in_player ();
1722 root 1.59 if (otmp && otmp->contr)
1723     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 root 1.78 otmp->update_stats ();
1725 elmex 1.1
1726 root 1.74 op->map = 0;
1727 root 1.59 op->env = this;
1728 root 1.74 op->above = 0;
1729     op->below = 0;
1730 root 1.24 op->x = 0, op->y = 0;
1731 elmex 1.1
1732     /* reset the light list and los of the players on the map */
1733 root 1.59 if ((op->glow_radius != 0) && map)
1734 root 1.24 {
1735 elmex 1.1 #ifdef DEBUG_LIGHTS
1736 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1737     #endif /* DEBUG_LIGHTS */
1738 root 1.84 if (map->darkness)
1739 root 1.59 update_all_los (map, x, y);
1740 root 1.24 }
1741 elmex 1.1
1742     /* Client has no idea of ordering so lets not bother ordering it here.
1743     * It sure simplifies this function...
1744     */
1745 root 1.59 if (!inv)
1746     inv = op;
1747 root 1.24 else
1748     {
1749 root 1.59 op->below = inv;
1750 elmex 1.1 op->below->above = op;
1751 root 1.59 inv = op;
1752 root 1.24 }
1753 root 1.59
1754 root 1.82 INVOKE_OBJECT (INSERT, this);
1755    
1756 elmex 1.1 return op;
1757     }
1758    
1759     /*
1760     * Checks if any objects has a move_type that matches objects
1761     * that effect this object on this space. Call apply() to process
1762     * these events.
1763     *
1764     * Any speed-modification due to SLOW_MOVE() of other present objects
1765     * will affect the speed_left of the object.
1766     *
1767     * originator: Player, monster or other object that caused 'op' to be inserted
1768     * into 'map'. May be NULL.
1769     *
1770     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1771     *
1772     * 4-21-95 added code to check if appropriate skill was readied - this will
1773     * permit faster movement by the player through this terrain. -b.t.
1774     *
1775     * MSW 2001-07-08: Check all objects on space, not just those below
1776     * object being inserted. insert_ob_in_map may not put new objects
1777     * on top.
1778     */
1779 root 1.24 int
1780     check_move_on (object *op, object *originator)
1781 elmex 1.1 {
1782 root 1.48 object *tmp;
1783 root 1.49 maptile *m = op->map;
1784 root 1.48 int x = op->x, y = op->y;
1785 root 1.26
1786 root 1.48 MoveType move_on, move_slow, move_block;
1787 root 1.24
1788     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1789     return 0;
1790    
1791     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1792     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1793     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1794    
1795     /* if nothing on this space will slow op down or be applied,
1796     * no need to do checking below. have to make sure move_type
1797     * is set, as lots of objects don't have it set - we treat that
1798     * as walking.
1799     */
1800     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1801     return 0;
1802 elmex 1.1
1803 root 1.24 /* This is basically inverse logic of that below - basically,
1804     * if the object can avoid the move on or slow move, they do so,
1805     * but can't do it if the alternate movement they are using is
1806     * blocked. Logic on this seems confusing, but does seem correct.
1807     */
1808     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1809     return 0;
1810    
1811     /* The objects have to be checked from top to bottom.
1812     * Hence, we first go to the top:
1813     */
1814    
1815 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1816 root 1.24 {
1817     /* Trim the search when we find the first other spell effect
1818     * this helps performance so that if a space has 50 spell objects,
1819     * we don't need to check all of them.
1820     */
1821     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1822     break;
1823     }
1824 root 1.26
1825     for (; tmp; tmp = tmp->below)
1826 root 1.24 {
1827     if (tmp == op)
1828     continue; /* Can't apply yourself */
1829 elmex 1.1
1830 root 1.24 /* Check to see if one of the movement types should be slowed down.
1831     * Second check makes sure that the movement types not being slowed
1832     * (~slow_move) is not blocked on this space - just because the
1833     * space doesn't slow down swimming (for example), if you can't actually
1834     * swim on that space, can't use it to avoid the penalty.
1835     */
1836     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1837     {
1838     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1839     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1840     {
1841 elmex 1.1
1842 root 1.29 float
1843 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1844 elmex 1.1
1845 root 1.24 if (op->type == PLAYER)
1846 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1847     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1848     diff /= 4.0;
1849    
1850 root 1.24 op->speed_left -= diff;
1851 root 1.8 }
1852     }
1853 elmex 1.1
1854 root 1.24 /* Basically same logic as above, except now for actual apply. */
1855     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857     {
1858 elmex 1.72 move_apply (tmp, op, originator);
1859 root 1.24
1860 root 1.48 if (op->destroyed ())
1861 root 1.24 return 1;
1862    
1863     /* what the person/creature stepped onto has moved the object
1864     * someplace new. Don't process any further - if we did,
1865     * have a feeling strange problems would result.
1866     */
1867     if (op->map != m || op->x != x || op->y != y)
1868     return 0;
1869 root 1.8 }
1870 elmex 1.1 }
1871 root 1.26
1872 root 1.24 return 0;
1873 elmex 1.1 }
1874    
1875     /*
1876     * present_arch(arch, map, x, y) searches for any objects with
1877     * a matching archetype at the given map and coordinates.
1878     * The first matching object is returned, or NULL if none.
1879     */
1880 root 1.24 object *
1881 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1882 root 1.24 {
1883 root 1.104 if (!m || out_of_map (m, x, y))
1884 root 1.24 {
1885     LOG (llevError, "Present_arch called outside map.\n");
1886     return NULL;
1887     }
1888 root 1.84
1889 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1890 root 1.24 if (tmp->arch == at)
1891 elmex 1.1 return tmp;
1892 root 1.84
1893 elmex 1.1 return NULL;
1894     }
1895    
1896     /*
1897     * present(type, map, x, y) searches for any objects with
1898     * a matching type variable at the given map and coordinates.
1899     * The first matching object is returned, or NULL if none.
1900     */
1901 root 1.24 object *
1902 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1903 root 1.24 {
1904     if (out_of_map (m, x, y))
1905     {
1906     LOG (llevError, "Present called outside map.\n");
1907     return NULL;
1908     }
1909 root 1.84
1910 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1911 root 1.24 if (tmp->type == type)
1912 elmex 1.1 return tmp;
1913 root 1.84
1914 elmex 1.1 return NULL;
1915     }
1916    
1917     /*
1918     * present_in_ob(type, object) searches for any objects with
1919     * a matching type variable in the inventory of the given object.
1920     * The first matching object is returned, or NULL if none.
1921     */
1922 root 1.24 object *
1923     present_in_ob (unsigned char type, const object *op)
1924     {
1925 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 root 1.24 if (tmp->type == type)
1927 elmex 1.1 return tmp;
1928 root 1.84
1929 elmex 1.1 return NULL;
1930     }
1931    
1932     /*
1933     * present_in_ob (type, str, object) searches for any objects with
1934     * a matching type & name variable in the inventory of the given object.
1935     * The first matching object is returned, or NULL if none.
1936     * This is mostly used by spell effect code, so that we only
1937     * have one spell effect at a time.
1938     * type can be used to narrow the search - if type is set,
1939     * the type must also match. -1 can be passed for the type,
1940     * in which case the type does not need to pass.
1941     * str is the string to match against. Note that we match against
1942     * the object name, not the archetype name. this is so that the
1943     * spell code can use one object type (force), but change it's name
1944     * to be unique.
1945     */
1946 root 1.24 object *
1947     present_in_ob_by_name (int type, const char *str, const object *op)
1948     {
1949 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1951     return tmp;
1952 elmex 1.1
1953 root 1.82 return 0;
1954 elmex 1.1 }
1955    
1956     /*
1957     * present_arch_in_ob(archetype, object) searches for any objects with
1958     * a matching archetype in the inventory of the given object.
1959     * The first matching object is returned, or NULL if none.
1960     */
1961 root 1.24 object *
1962     present_arch_in_ob (const archetype *at, const object *op)
1963     {
1964 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 root 1.24 if (tmp->arch == at)
1966 elmex 1.1 return tmp;
1967 root 1.82
1968 elmex 1.1 return NULL;
1969     }
1970    
1971     /*
1972     * activate recursively a flag on an object inventory
1973     */
1974 root 1.24 void
1975     flag_inv (object *op, int flag)
1976     {
1977     if (op->inv)
1978 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 root 1.24 {
1980     SET_FLAG (tmp, flag);
1981     flag_inv (tmp, flag);
1982 elmex 1.1 }
1983 root 1.82 }
1984    
1985     /*
1986     * deactivate recursively a flag on an object inventory
1987     */
1988 root 1.24 void
1989     unflag_inv (object *op, int flag)
1990     {
1991     if (op->inv)
1992 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1993 root 1.24 {
1994     CLEAR_FLAG (tmp, flag);
1995     unflag_inv (tmp, flag);
1996 elmex 1.1 }
1997     }
1998    
1999     /*
2000     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001     * all it's inventory (recursively).
2002     * If checksums are used, a player will get set_cheat called for
2003     * him/her-self and all object carried by a call to this function.
2004     */
2005 root 1.24 void
2006     set_cheat (object *op)
2007     {
2008     SET_FLAG (op, FLAG_WAS_WIZ);
2009     flag_inv (op, FLAG_WAS_WIZ);
2010 elmex 1.1 }
2011    
2012     /*
2013     * find_free_spot(object, map, x, y, start, stop) will search for
2014     * a spot at the given map and coordinates which will be able to contain
2015     * the given object. start and stop specifies how many squares
2016     * to search (see the freearr_x/y[] definition).
2017     * It returns a random choice among the alternatives found.
2018     * start and stop are where to start relative to the free_arr array (1,9
2019     * does all 4 immediate directions). This returns the index into the
2020     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2021     * Note - this only checks to see if there is space for the head of the
2022     * object - if it is a multispace object, this should be called for all
2023     * pieces.
2024     * Note2: This function does correctly handle tiled maps, but does not
2025     * inform the caller. However, insert_ob_in_map will update as
2026     * necessary, so the caller shouldn't need to do any special work.
2027     * Note - updated to take an object instead of archetype - this is necessary
2028     * because arch_blocked (now ob_blocked) needs to know the movement type
2029     * to know if the space in question will block the object. We can't use
2030     * the archetype because that isn't correct if the monster has been
2031     * customized, changed states, etc.
2032     */
2033 root 1.24 int
2034 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2035 root 1.24 {
2036 root 1.82 int index = 0, flag;
2037     int altern[SIZEOFFREE];
2038 root 1.24
2039 root 1.82 for (int i = start; i < stop; i++)
2040 root 1.24 {
2041     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2042     if (!flag)
2043 root 1.82 altern [index++] = i;
2044 root 1.24
2045     /* Basically, if we find a wall on a space, we cut down the search size.
2046     * In this way, we won't return spaces that are on another side of a wall.
2047     * This mostly work, but it cuts down the search size in all directions -
2048     * if the space being examined only has a wall to the north and empty
2049     * spaces in all the other directions, this will reduce the search space
2050     * to only the spaces immediately surrounding the target area, and
2051     * won't look 2 spaces south of the target space.
2052     */
2053 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2054 root 1.24 stop = maxfree[i];
2055 elmex 1.1 }
2056 root 1.74
2057 root 1.24 if (!index)
2058     return -1;
2059 root 1.74
2060 root 1.124 return altern [rndm (index)];
2061 elmex 1.1 }
2062    
2063     /*
2064 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2065 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2066     * But it will return the first available spot, not a random choice.
2067     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2068     */
2069 root 1.24 int
2070 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2071 root 1.24 {
2072 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2073     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2074     return i;
2075 root 1.24
2076     return -1;
2077 elmex 1.1 }
2078    
2079     /*
2080     * The function permute(arr, begin, end) randomly reorders the array
2081     * arr[begin..end-1].
2082 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2083 elmex 1.1 */
2084 root 1.24 static void
2085     permute (int *arr, int begin, int end)
2086 elmex 1.1 {
2087 root 1.82 arr += begin;
2088     end -= begin;
2089    
2090     while (--end)
2091 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2092 elmex 1.1 }
2093    
2094     /* new function to make monster searching more efficient, and effective!
2095     * This basically returns a randomized array (in the passed pointer) of
2096     * the spaces to find monsters. In this way, it won't always look for
2097     * monsters to the north first. However, the size of the array passed
2098     * covers all the spaces, so within that size, all the spaces within
2099     * the 3x3 area will be searched, just not in a predictable order.
2100     */
2101 root 1.24 void
2102     get_search_arr (int *search_arr)
2103 elmex 1.1 {
2104 root 1.82 int i;
2105 elmex 1.1
2106 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2107 root 1.82 search_arr[i] = i;
2108 elmex 1.1
2109 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2110     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2111     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2112 elmex 1.1 }
2113    
2114     /*
2115     * find_dir(map, x, y, exclude) will search some close squares in the
2116     * given map at the given coordinates for live objects.
2117     * It will not considered the object given as exclude among possible
2118     * live objects.
2119     * It returns the direction toward the first/closest live object if finds
2120     * any, otherwise 0.
2121     * Perhaps incorrectly, but I'm making the assumption that exclude
2122     * is actually want is going to try and move there. We need this info
2123     * because we have to know what movement the thing looking to move
2124     * there is capable of.
2125     */
2126 root 1.24 int
2127 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2128 root 1.24 {
2129 root 1.82 int i, max = SIZEOFFREE, mflags;
2130 root 1.29
2131     sint16 nx, ny;
2132 root 1.82 object *tmp;
2133     maptile *mp;
2134 root 1.29
2135     MoveType blocked, move_type;
2136 root 1.24
2137     if (exclude && exclude->head)
2138     {
2139     exclude = exclude->head;
2140     move_type = exclude->move_type;
2141     }
2142     else
2143     {
2144     /* If we don't have anything, presume it can use all movement types. */
2145     move_type = MOVE_ALL;
2146     }
2147    
2148     for (i = 1; i < max; i++)
2149     {
2150     mp = m;
2151     nx = x + freearr_x[i];
2152     ny = y + freearr_y[i];
2153    
2154     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155 root 1.75
2156 root 1.24 if (mflags & P_OUT_OF_MAP)
2157 root 1.75 max = maxfree[i];
2158 root 1.24 else
2159     {
2160 root 1.82 mapspace &ms = mp->at (nx, ny);
2161    
2162     blocked = ms.move_block;
2163 root 1.24
2164     if ((move_type & blocked) == move_type)
2165 root 1.75 max = maxfree[i];
2166 root 1.24 else if (mflags & P_IS_ALIVE)
2167     {
2168 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2171 root 1.75 break;
2172    
2173 root 1.24 if (tmp)
2174 root 1.75 return freedir[i];
2175 root 1.8 }
2176     }
2177 elmex 1.1 }
2178 root 1.75
2179 root 1.24 return 0;
2180 elmex 1.1 }
2181    
2182     /*
2183     * distance(object 1, object 2) will return the square of the
2184     * distance between the two given objects.
2185     */
2186 root 1.24 int
2187     distance (const object *ob1, const object *ob2)
2188     {
2189 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2190 elmex 1.1 }
2191    
2192     /*
2193     * find_dir_2(delta-x,delta-y) will return a direction in which
2194     * an object which has subtracted the x and y coordinates of another
2195     * object, needs to travel toward it.
2196     */
2197 root 1.24 int
2198     find_dir_2 (int x, int y)
2199     {
2200 root 1.75 int q;
2201 elmex 1.1
2202 root 1.24 if (y)
2203     q = x * 100 / y;
2204 elmex 1.1 else if (x)
2205 root 1.24 q = -300 * x;
2206 elmex 1.1 else
2207     return 0;
2208    
2209 root 1.24 if (y > 0)
2210     {
2211     if (q < -242)
2212     return 3;
2213     if (q < -41)
2214     return 2;
2215     if (q < 41)
2216     return 1;
2217     if (q < 242)
2218     return 8;
2219     return 7;
2220     }
2221 elmex 1.1
2222     if (q < -242)
2223 root 1.24 return 7;
2224 elmex 1.1 if (q < -41)
2225 root 1.24 return 6;
2226 elmex 1.1 if (q < 41)
2227 root 1.24 return 5;
2228 elmex 1.1 if (q < 242)
2229 root 1.24 return 4;
2230 elmex 1.1
2231 root 1.24 return 3;
2232 elmex 1.1 }
2233    
2234     /*
2235     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2236     * between two directions (which are expected to be absolute (see absdir())
2237     */
2238 root 1.24 int
2239     dirdiff (int dir1, int dir2)
2240     {
2241 root 1.82 int d;
2242 root 1.24
2243     d = abs (dir1 - dir2);
2244     if (d > 4)
2245 elmex 1.1 d = 8 - d;
2246 root 1.82
2247 elmex 1.1 return d;
2248     }
2249    
2250     /* peterm:
2251     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2252     * Basically, this is a table of directions, and what directions
2253     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2254     * This basically means that if direction is 15, then it could either go
2255     * direction 4, 14, or 16 to get back to where we are.
2256     * Moved from spell_util.c to object.c with the other related direction
2257     * functions.
2258     */
2259 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2260 root 1.24 {0, 0, 0}, /* 0 */
2261     {0, 0, 0}, /* 1 */
2262     {0, 0, 0}, /* 2 */
2263     {0, 0, 0}, /* 3 */
2264     {0, 0, 0}, /* 4 */
2265     {0, 0, 0}, /* 5 */
2266     {0, 0, 0}, /* 6 */
2267     {0, 0, 0}, /* 7 */
2268     {0, 0, 0}, /* 8 */
2269     {8, 1, 2}, /* 9 */
2270     {1, 2, -1}, /* 10 */
2271     {2, 10, 12}, /* 11 */
2272     {2, 3, -1}, /* 12 */
2273     {2, 3, 4}, /* 13 */
2274     {3, 4, -1}, /* 14 */
2275     {4, 14, 16}, /* 15 */
2276     {5, 4, -1}, /* 16 */
2277     {4, 5, 6}, /* 17 */
2278     {6, 5, -1}, /* 18 */
2279     {6, 20, 18}, /* 19 */
2280     {7, 6, -1}, /* 20 */
2281     {6, 7, 8}, /* 21 */
2282     {7, 8, -1}, /* 22 */
2283     {8, 22, 24}, /* 23 */
2284     {8, 1, -1}, /* 24 */
2285     {24, 9, 10}, /* 25 */
2286     {9, 10, -1}, /* 26 */
2287     {10, 11, -1}, /* 27 */
2288     {27, 11, 29}, /* 28 */
2289     {11, 12, -1}, /* 29 */
2290     {12, 13, -1}, /* 30 */
2291     {12, 13, 14}, /* 31 */
2292     {13, 14, -1}, /* 32 */
2293     {14, 15, -1}, /* 33 */
2294     {33, 15, 35}, /* 34 */
2295     {16, 15, -1}, /* 35 */
2296     {17, 16, -1}, /* 36 */
2297     {18, 17, 16}, /* 37 */
2298     {18, 17, -1}, /* 38 */
2299     {18, 19, -1}, /* 39 */
2300     {41, 19, 39}, /* 40 */
2301     {19, 20, -1}, /* 41 */
2302     {20, 21, -1}, /* 42 */
2303     {20, 21, 22}, /* 43 */
2304     {21, 22, -1}, /* 44 */
2305     {23, 22, -1}, /* 45 */
2306     {45, 47, 23}, /* 46 */
2307     {23, 24, -1}, /* 47 */
2308     {24, 9, -1}
2309     }; /* 48 */
2310 elmex 1.1
2311     /* Recursive routine to step back and see if we can
2312     * find a path to that monster that we found. If not,
2313     * we don't bother going toward it. Returns 1 if we
2314     * can see a direct way to get it
2315     * Modified to be map tile aware -.MSW
2316     */
2317 root 1.24 int
2318 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2319 root 1.24 {
2320 root 1.29 sint16 dx, dy;
2321 root 1.75 int mflags;
2322 root 1.24
2323     if (dir < 0)
2324     return 0; /* exit condition: invalid direction */
2325    
2326     dx = x + freearr_x[dir];
2327     dy = y + freearr_y[dir];
2328    
2329     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2330    
2331     /* This functional arguably was incorrect before - it was
2332     * checking for P_WALL - that was basically seeing if
2333     * we could move to the monster - this is being more
2334     * literal on if we can see it. To know if we can actually
2335     * move to the monster, we'd need the monster passed in or
2336     * at least its move type.
2337     */
2338     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2339     return 0;
2340    
2341     /* yes, can see. */
2342     if (dir < 9)
2343     return 1;
2344 root 1.75
2345     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2346     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2348 root 1.24 }
2349    
2350 elmex 1.1 /*
2351     * can_pick(picker, item): finds out if an object is possible to be
2352     * picked up by the picker. Returnes 1 if it can be
2353     * picked up, otherwise 0.
2354     *
2355     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2356     * core dumps if they do.
2357     *
2358     * Add a check so we can't pick up invisible objects (0.93.8)
2359     */
2360    
2361 root 1.24 int
2362     can_pick (const object *who, const object *item)
2363     {
2364     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2367 elmex 1.1 }
2368    
2369     /*
2370     * create clone from object to another
2371     */
2372 root 1.24 object *
2373     object_create_clone (object *asrc)
2374     {
2375 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2376 elmex 1.1
2377 root 1.24 if (!asrc)
2378 root 1.62 return 0;
2379    
2380 root 1.24 src = asrc;
2381     if (src->head)
2382     src = src->head;
2383    
2384 root 1.62 prev = 0;
2385 root 1.24 for (part = src; part; part = part->more)
2386     {
2387 root 1.65 tmp = part->clone ();
2388 root 1.24 tmp->x -= src->x;
2389     tmp->y -= src->y;
2390 root 1.62
2391 root 1.24 if (!part->head)
2392     {
2393     dst = tmp;
2394 root 1.62 tmp->head = 0;
2395 root 1.24 }
2396     else
2397 root 1.75 tmp->head = dst;
2398 root 1.62
2399     tmp->more = 0;
2400    
2401 root 1.24 if (prev)
2402     prev->more = tmp;
2403 root 1.62
2404 root 1.24 prev = tmp;
2405 elmex 1.1 }
2406 root 1.24
2407     for (item = src->inv; item; item = item->below)
2408 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2409 elmex 1.1
2410 root 1.24 return dst;
2411 elmex 1.1 }
2412    
2413     /* This returns the first object in who's inventory that
2414     * has the same type and subtype match.
2415     * returns NULL if no match.
2416     */
2417 root 1.24 object *
2418     find_obj_by_type_subtype (const object *who, int type, int subtype)
2419 elmex 1.1 {
2420 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2422     return tmp;
2423 elmex 1.1
2424 root 1.82 return 0;
2425 elmex 1.1 }
2426    
2427     /* If ob has a field named key, return the link from the list,
2428     * otherwise return NULL.
2429     *
2430     * key must be a passed in shared string - otherwise, this won't
2431     * do the desired thing.
2432     */
2433 root 1.24 key_value *
2434     get_ob_key_link (const object *ob, const char *key)
2435     {
2436 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2437 root 1.48 if (link->key == key)
2438     return link;
2439 root 1.24
2440 root 1.82 return 0;
2441 root 1.24 }
2442 elmex 1.1
2443     /*
2444     * Returns the value of op has an extra_field for key, or NULL.
2445     *
2446     * The argument doesn't need to be a shared string.
2447     *
2448     * The returned string is shared.
2449     */
2450 root 1.24 const char *
2451     get_ob_key_value (const object *op, const char *const key)
2452     {
2453 root 1.35 key_value *link;
2454     shstr_cmp canonical_key (key);
2455 root 1.24
2456 root 1.35 if (!canonical_key)
2457 root 1.24 {
2458     /* 1. There being a field named key on any object
2459     * implies there'd be a shared string to find.
2460     * 2. Since there isn't, no object has this field.
2461     * 3. Therefore, *this* object doesn't have this field.
2462     */
2463 root 1.35 return 0;
2464 elmex 1.1 }
2465    
2466 root 1.24 /* This is copied from get_ob_key_link() above -
2467     * only 4 lines, and saves the function call overhead.
2468     */
2469 root 1.35 for (link = op->key_values; link; link = link->next)
2470     if (link->key == canonical_key)
2471     return link->value;
2472    
2473     return 0;
2474 elmex 1.1 }
2475    
2476     /*
2477     * Updates the canonical_key in op to value.
2478     *
2479     * canonical_key is a shared string (value doesn't have to be).
2480     *
2481     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2482     * keys.
2483     *
2484     * Returns TRUE on success.
2485     */
2486 root 1.24 int
2487     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2488     {
2489 root 1.82 key_value *field = NULL, *last = NULL;
2490 root 1.24
2491     for (field = op->key_values; field != NULL; field = field->next)
2492     {
2493     if (field->key != canonical_key)
2494     {
2495     last = field;
2496     continue;
2497     }
2498    
2499     if (value)
2500     field->value = value;
2501     else
2502     {
2503     /* Basically, if the archetype has this key set,
2504     * we need to store the null value so when we save
2505     * it, we save the empty value so that when we load,
2506     * we get this value back again.
2507     */
2508     if (get_ob_key_link (&op->arch->clone, canonical_key))
2509     field->value = 0;
2510     else
2511     {
2512     if (last)
2513     last->next = field->next;
2514     else
2515     op->key_values = field->next;
2516    
2517 root 1.29 delete field;
2518 root 1.24 }
2519     }
2520     return TRUE;
2521     }
2522     /* IF we get here, key doesn't exist */
2523    
2524     /* No field, we'll have to add it. */
2525    
2526     if (!add_key)
2527 root 1.82 return FALSE;
2528    
2529 root 1.24 /* There isn't any good reason to store a null
2530     * value in the key/value list. If the archetype has
2531     * this key, then we should also have it, so shouldn't
2532     * be here. If user wants to store empty strings,
2533     * should pass in ""
2534     */
2535     if (value == NULL)
2536 elmex 1.1 return TRUE;
2537 root 1.24
2538     field = new key_value;
2539    
2540     field->key = canonical_key;
2541     field->value = value;
2542     /* Usual prepend-addition. */
2543     field->next = op->key_values;
2544     op->key_values = field;
2545    
2546     return TRUE;
2547 elmex 1.1 }
2548    
2549     /*
2550     * Updates the key in op to value.
2551     *
2552     * If add_key is FALSE, this will only update existing keys,
2553     * and not add new ones.
2554     * In general, should be little reason FALSE is ever passed in for add_key
2555     *
2556     * Returns TRUE on success.
2557     */
2558 root 1.24 int
2559     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2560 root 1.11 {
2561 root 1.29 shstr key_ (key);
2562 root 1.24
2563 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2564 elmex 1.1 }
2565 root 1.31
2566 root 1.34 object::depth_iterator::depth_iterator (object *container)
2567     : iterator_base (container)
2568     {
2569     while (item->inv)
2570     item = item->inv;
2571     }
2572    
2573 root 1.31 void
2574 root 1.34 object::depth_iterator::next ()
2575 root 1.31 {
2576 root 1.34 if (item->below)
2577     {
2578     item = item->below;
2579    
2580     while (item->inv)
2581     item = item->inv;
2582     }
2583 root 1.31 else
2584 root 1.34 item = item->env;
2585 root 1.31 }
2586 root 1.34
2587 elmex 1.97
2588     const char *
2589     object::flag_desc (char *desc, int len) const
2590     {
2591     char *p = desc;
2592     bool first = true;
2593    
2594 root 1.101 *p = 0;
2595    
2596 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2597     {
2598     if (len <= 10) // magic constant!
2599     {
2600     snprintf (p, len, ",...");
2601     break;
2602     }
2603    
2604 root 1.101 if (flag [i])
2605 elmex 1.97 {
2606     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607     len -= cnt;
2608     p += cnt;
2609     first = false;
2610     }
2611     }
2612    
2613     return desc;
2614     }
2615    
2616 root 1.101 // return a suitable string describing an object in enough detail to find it
2617 root 1.36 const char *
2618     object::debug_desc (char *info) const
2619     {
2620 elmex 1.97 char flagdesc[512];
2621     char info2[256 * 4];
2622 root 1.36 char *p = info;
2623    
2624 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2625 elmex 1.97 count, uuid.seq,
2626 root 1.36 &name,
2627 root 1.117 title ? "\",title:\"" : "",
2628 elmex 1.97 title ? (const char *)title : "",
2629     flag_desc (flagdesc, 512), type);
2630 root 1.36
2631     if (env)
2632     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633    
2634     if (map)
2635 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636 root 1.36
2637     return info;
2638     }
2639    
2640     const char *
2641     object::debug_desc () const
2642     {
2643 root 1.143 static char info[3][256 * 4];
2644     static int info_idx;
2645 root 1.36
2646 root 1.143 return debug_desc (info [++info_idx % 3]);
2647 root 1.114 }
2648    
2649 root 1.125 struct region *
2650     object::region () const
2651     {
2652     return map ? map->region (x, y)
2653     : region::default_region ();
2654     }
2655    
2656 root 1.129 const materialtype_t *
2657     object::dominant_material () const
2658     {
2659     if (materialtype_t *mat = name_to_material (materialname))
2660     return mat;
2661    
2662     // omfg this is slow, this has to be temporary :)
2663     shstr unknown ("unknown");
2664    
2665     return name_to_material (unknown);
2666     }
2667    
2668 root 1.130 void
2669     object::open_container (object *new_container)
2670     {
2671     if (container == new_container)
2672     return;
2673    
2674     if (object *old_container = container)
2675     {
2676     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677     return;
2678    
2679     #if 0
2680     // remove the "Close old_container" object.
2681     if (object *closer = old_container->inv)
2682     if (closer->type == CLOSE_CON)
2683     closer->destroy ();
2684     #endif
2685    
2686     old_container->flag [FLAG_APPLIED] = 0;
2687     container = 0;
2688    
2689     esrv_update_item (UPD_FLAGS, this, old_container);
2690     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691     }
2692    
2693     if (new_container)
2694     {
2695     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696     return;
2697    
2698     // TODO: this does not seem to serve any purpose anymore?
2699     #if 0
2700     // insert the "Close Container" object.
2701     if (archetype *closer = new_container->other_arch)
2702     {
2703     object *closer = arch_to_object (new_container->other_arch);
2704     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705     new_container->insert (closer);
2706     }
2707     #endif
2708    
2709 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710    
2711 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2712     container = new_container;
2713    
2714     esrv_update_item (UPD_FLAGS, this, new_container);
2715 root 1.131 esrv_send_inventory (this, new_container);
2716 root 1.130 }
2717     }
2718    
2719