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Revision: 1.154
Committed: Thu May 17 21:11:42 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.153: +1 -1 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 1.150 if (chosen_skill)
479     chosen_skill->flag [FLAG_APPLIED] = false;
480    
481 root 1.144 current_weapon = ob;
482 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483 root 1.146
484 root 1.150 if (chosen_skill)
485     chosen_skill->flag [FLAG_APPLIED] = true;
486    
487 root 1.144 update_stats ();
488 root 1.147
489     if (ob)
490     {
491     // now check wether any body locations became invalid, in which case
492     // we cannot apply the weapon at the moment.
493     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494     if (slot[i].used < 0)
495     {
496     current_weapon = chosen_skill = 0;
497     update_stats ();
498    
499     new_draw_info_format (NDI_UNIQUE, 0, this,
500     "You try to balance your applied items all at once, but the %s is too much. "
501     "You need to unapply some items first.", &ob->name);
502     return false;
503     }
504    
505 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 root 1.147 }
507     else
508 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509 root 1.147
510 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511     {
512     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513     &name, ob->debug_desc ());
514     return false;
515     }
516    
517 root 1.147 return true;
518 root 1.144 }
519    
520 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
521     * refcounts and freeing the links.
522     */
523 root 1.24 static void
524     free_key_values (object *op)
525 root 1.11 {
526 root 1.137 for (key_value *i = op->key_values; i; )
527 root 1.11 {
528     key_value *next = i->next;
529     delete i;
530 root 1.24
531 root 1.11 i = next;
532 elmex 1.1 }
533 root 1.24
534 root 1.11 op->key_values = 0;
535 elmex 1.1 }
536    
537 root 1.137 object &
538     object::operator =(const object &src)
539 root 1.11 {
540 root 1.137 bool is_freed = flag [FLAG_FREED];
541     bool is_removed = flag [FLAG_REMOVED];
542 root 1.59
543 root 1.137 *(object_copy *)this = src;
544 elmex 1.1
545 root 1.137 flag [FLAG_FREED] = is_freed;
546     flag [FLAG_REMOVED] = is_removed;
547 elmex 1.1
548 root 1.11 /* Copy over key_values, if any. */
549 root 1.137 if (src.key_values)
550 root 1.14 {
551 root 1.23 key_value *tail = 0;
552 root 1.137 key_values = 0;
553 elmex 1.1
554 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
555 root 1.11 {
556     key_value *new_link = new key_value;
557 root 1.8
558 root 1.24 new_link->next = 0;
559     new_link->key = i->key;
560 root 1.11 new_link->value = i->value;
561    
562     /* Try and be clever here, too. */
563 root 1.137 if (!key_values)
564 root 1.11 {
565 root 1.137 key_values = new_link;
566 root 1.11 tail = new_link;
567 root 1.8 }
568 root 1.11 else
569     {
570     tail->next = new_link;
571     tail = new_link;
572     }
573 root 1.14 }
574     }
575 root 1.137 }
576    
577     /*
578     * copy_to first frees everything allocated by the dst object,
579     * and then copies the contents of itself into the second
580     * object, allocating what needs to be allocated. Basically, any
581     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582     * if the first object is freed, the pointers in the new object
583     * will point at garbage.
584     */
585     void
586     object::copy_to (object *dst)
587     {
588     *dst = *this;
589    
590     if (speed < 0)
591     dst->speed_left = speed_left - rndm ();
592 root 1.2
593 root 1.87 dst->set_speed (dst->speed);
594 elmex 1.1 }
595    
596 root 1.133 void
597     object::instantiate ()
598     {
599     if (!uuid.seq) // HACK
600     uuid = gen_uuid ();
601    
602     speed_left = -0.1f;
603     /* copy the body_info to the body_used - this is only really
604     * need for monsters, but doesn't hurt to do it for everything.
605     * by doing so, when a monster is created, it has good starting
606     * values for the body_used info, so when items are created
607     * for it, they can be properly equipped.
608     */
609 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
610     slot[i].used = slot[i].info;
611 root 1.133
612     attachable::instantiate ();
613     }
614    
615 root 1.65 object *
616     object::clone ()
617     {
618     object *neu = create ();
619     copy_to (neu);
620     return neu;
621     }
622    
623 elmex 1.1 /*
624     * If an object with the IS_TURNABLE() flag needs to be turned due
625     * to the closest player being on the other side, this function can
626     * be called to update the face variable, _and_ how it looks on the map.
627     */
628 root 1.24 void
629     update_turn_face (object *op)
630     {
631 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
632 root 1.24 return;
633 root 1.96
634 root 1.24 SET_ANIMATION (op, op->direction);
635     update_object (op, UP_OBJ_FACE);
636 elmex 1.1 }
637    
638     /*
639     * Updates the speed of an object. If the speed changes from 0 to another
640     * value, or vice versa, then add/remove the object from the active list.
641     * This function needs to be called whenever the speed of an object changes.
642     */
643 root 1.24 void
644 root 1.87 object::set_speed (float speed)
645 root 1.24 {
646 root 1.87 if (flag [FLAG_FREED] && speed)
647 root 1.24 {
648 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649     speed = 0;
650 elmex 1.1 }
651 root 1.31
652 root 1.87 this->speed = speed;
653    
654 elmex 1.97 if (has_active_speed ())
655 root 1.98 activate ();
656 root 1.24 else
657 root 1.98 deactivate ();
658 elmex 1.1 }
659    
660     /*
661 root 1.75 * update_object() updates the the map.
662 elmex 1.1 * It takes into account invisible objects (and represent squares covered
663     * by invisible objects by whatever is below them (unless it's another
664     * invisible object, etc...)
665     * If the object being updated is beneath a player, the look-window
666     * of that player is updated (this might be a suboptimal way of
667     * updating that window, though, since update_object() is called _often_)
668     *
669     * action is a hint of what the caller believes need to be done.
670     * current action are:
671     * UP_OBJ_INSERT: op was inserted
672     * UP_OBJ_REMOVE: op was removed
673     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
674     * as that is easier than trying to look at what may have changed.
675     * UP_OBJ_FACE: only the objects face has changed.
676     */
677 root 1.24 void
678     update_object (object *op, int action)
679     {
680     if (op == NULL)
681     {
682     /* this should never happen */
683     LOG (llevDebug, "update_object() called for NULL object.\n");
684     return;
685 elmex 1.1 }
686 root 1.24
687 root 1.75 if (op->env)
688 root 1.24 {
689     /* Animation is currently handled by client, so nothing
690     * to do in this case.
691     */
692     return;
693 elmex 1.1 }
694    
695 root 1.24 /* If the map is saving, don't do anything as everything is
696     * going to get freed anyways.
697     */
698     if (!op->map || op->map->in_memory == MAP_SAVING)
699     return;
700    
701     /* make sure the object is within map boundaries */
702 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 root 1.24 {
704     LOG (llevError, "update_object() called for object out of map!\n");
705 elmex 1.1 #ifdef MANY_CORES
706 root 1.24 abort ();
707 elmex 1.1 #endif
708 root 1.24 return;
709 elmex 1.1 }
710    
711 root 1.76 mapspace &m = op->ms ();
712 elmex 1.1
713 root 1.99 if (!(m.flags_ & P_UPTODATE))
714 root 1.75 /* nop */;
715     else if (action == UP_OBJ_INSERT)
716     {
717     // this is likely overkill, TODO: revisit (schmorp)
718     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
721     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724     || (m.move_on | op->move_on ) != m.move_on
725     || (m.move_off | op->move_off ) != m.move_off
726     || (m.move_slow | op->move_slow) != m.move_slow
727     /* This isn't perfect, but I don't expect a lot of objects to
728     * to have move_allow right now.
729     */
730     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 root 1.99 m.flags_ = 0;
733 root 1.75 }
734     /* if the object is being removed, we can't make intelligent
735     * decisions, because remove_ob can't really pass the object
736     * that is being removed.
737     */
738 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 root 1.99 m.flags_ = 0;
740 root 1.24 else if (action == UP_OBJ_FACE)
741 root 1.29 /* Nothing to do for that case */ ;
742 root 1.24 else
743 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 elmex 1.1
745 root 1.75 if (op->more)
746 root 1.24 update_object (op->more, action);
747 elmex 1.1 }
748    
749 root 1.21 object::object ()
750     {
751 root 1.22 SET_FLAG (this, FLAG_REMOVED);
752    
753     expmul = 1.0;
754     face = blank_face;
755     }
756    
757     object::~object ()
758     {
759 root 1.121 unlink ();
760 root 1.119
761 root 1.22 free_key_values (this);
762     }
763    
764 root 1.112 static int object_count;
765    
766 root 1.24 void object::link ()
767 root 1.22 {
768 root 1.112 assert (!index);//D
769 root 1.41 uuid = gen_uuid ();
770 root 1.112 count = ++object_count;
771 root 1.21
772 root 1.109 refcnt_inc ();
773 root 1.108 objects.insert (this);
774 root 1.21 }
775    
776 root 1.24 void object::unlink ()
777 root 1.21 {
778 root 1.121 if (!index)
779     return;
780    
781 root 1.108 objects.erase (this);
782 root 1.109 refcnt_dec ();
783 root 1.98 }
784    
785 root 1.96 void
786 root 1.98 object::activate ()
787 root 1.96 {
788 root 1.98 /* If already on active list, don't do anything */
789 root 1.108 if (active)
790 root 1.98 return;
791    
792 elmex 1.97 if (has_active_speed ())
793 root 1.108 actives.insert (this);
794 root 1.98 }
795 root 1.96
796 root 1.98 void
797     object::activate_recursive ()
798     {
799     activate ();
800    
801 root 1.104 for (object *op = inv; op; op = op->below)
802 root 1.98 op->activate_recursive ();
803 root 1.96 }
804    
805     /* This function removes object 'op' from the list of active
806     * objects.
807     * This should only be used for style maps or other such
808     * reference maps where you don't want an object that isn't
809     * in play chewing up cpu time getting processed.
810     * The reverse of this is to call update_ob_speed, which
811     * will do the right thing based on the speed of the object.
812     */
813     void
814 root 1.98 object::deactivate ()
815 root 1.96 {
816     /* If not on the active list, nothing needs to be done */
817 root 1.108 if (!active)
818 root 1.96 return;
819    
820 root 1.108 actives.erase (this);
821 root 1.98 }
822 root 1.96
823 root 1.98 void
824     object::deactivate_recursive ()
825     {
826 root 1.104 for (object *op = inv; op; op = op->below)
827 root 1.98 op->deactivate_recursive ();
828    
829     deactivate ();
830 root 1.96 }
831    
832 root 1.106 void
833     object::set_flag_inv (int flag, int value)
834     {
835     for (object *op = inv; op; op = op->below)
836     {
837     op->flag [flag] = value;
838     op->set_flag_inv (flag, value);
839     }
840     }
841    
842 root 1.89 /*
843     * Remove and free all objects in the inventory of the given object.
844     * object.c ?
845     */
846     void
847     object::destroy_inv (bool drop_to_ground)
848     {
849 root 1.94 // need to check first, because the checks below might segfault
850     // as we might be on an invalid mapspace and crossfire code
851     // is too buggy to ensure that the inventory is empty.
852     // corollary: if you create arrows etc. with stuff in tis inventory,
853     // cf will crash below with off-map x and y
854     if (!inv)
855     return;
856    
857 root 1.89 /* Only if the space blocks everything do we not process -
858     * if some form of movement is allowed, let objects
859     * drop on that space.
860     */
861 root 1.92 if (!drop_to_ground
862     || !map
863     || map->in_memory != MAP_IN_MEMORY
864 root 1.122 || map->nodrop
865 root 1.95 || ms ().move_block == MOVE_ALL)
866 root 1.89 {
867     while (inv)
868 root 1.92 {
869     inv->destroy_inv (drop_to_ground);
870     inv->destroy ();
871     }
872 root 1.89 }
873     else
874     { /* Put objects in inventory onto this space */
875     while (inv)
876     {
877     object *op = inv;
878    
879     if (op->flag [FLAG_STARTEQUIP]
880     || op->flag [FLAG_NO_DROP]
881     || op->type == RUNE
882     || op->type == TRAP
883 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
884     || op->flag [FLAG_DESTROY_ON_DEATH])
885 root 1.89 op->destroy ();
886     else
887 root 1.93 map->insert (op, x, y);
888 root 1.89 }
889     }
890     }
891    
892 root 1.21 object *object::create ()
893     {
894 root 1.42 object *op = new object;
895 root 1.22 op->link ();
896     return op;
897 root 1.21 }
898 elmex 1.1
899 root 1.82 void
900     object::do_destroy ()
901 root 1.14 {
902 root 1.112 attachable::do_destroy ();
903    
904 root 1.82 if (flag [FLAG_IS_LINKED])
905     remove_button_link (this);
906 root 1.29
907 root 1.82 if (flag [FLAG_FRIENDLY])
908 root 1.140 remove_friendly_object (this);
909 root 1.32
910 root 1.82 if (!flag [FLAG_REMOVED])
911 root 1.63 remove ();
912 root 1.14
913 root 1.112 destroy_inv (true);
914 root 1.14
915 root 1.112 deactivate ();
916     unlink ();
917 root 1.92
918 root 1.82 flag [FLAG_FREED] = 1;
919 root 1.14
920 root 1.57 // hack to ensure that freed objects still have a valid map
921     {
922     static maptile *freed_map; // freed objects are moved here to avoid crashes
923    
924     if (!freed_map)
925     {
926     freed_map = new maptile;
927    
928     freed_map->name = "/internal/freed_objects_map";
929     freed_map->width = 3;
930     freed_map->height = 3;
931    
932 root 1.96 freed_map->alloc ();
933 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
934 root 1.57 }
935    
936     map = freed_map;
937     x = 1;
938     y = 1;
939     }
940    
941 root 1.82 head = 0;
942 root 1.88
943     if (more)
944     {
945     more->destroy ();
946     more = 0;
947     }
948 root 1.82
949 root 1.44 // clear those pointers that likely might have circular references to us
950     owner = 0;
951     enemy = 0;
952     attacked_by = 0;
953 root 1.82 }
954    
955     void
956     object::destroy (bool destroy_inventory)
957     {
958     if (destroyed ())
959     return;
960    
961     if (destroy_inventory)
962 root 1.89 destroy_inv (false);
963 root 1.22
964 root 1.82 attachable::destroy ();
965 elmex 1.1 }
966    
967     /*
968     * sub_weight() recursively (outwards) subtracts a number from the
969     * weight of an object (and what is carried by it's environment(s)).
970     */
971 root 1.24 void
972     sub_weight (object *op, signed long weight)
973     {
974     while (op != NULL)
975     {
976     if (op->type == CONTAINER)
977 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978    
979 root 1.24 op->carrying -= weight;
980     op = op->env;
981 elmex 1.1 }
982     }
983    
984 root 1.63 /* op->remove ():
985 elmex 1.1 * This function removes the object op from the linked list of objects
986     * which it is currently tied to. When this function is done, the
987     * object will have no environment. If the object previously had an
988     * environment, the x and y coordinates will be updated to
989     * the previous environment.
990     */
991 root 1.24 void
992 root 1.128 object::do_remove ()
993 root 1.24 {
994 root 1.45 object *tmp, *last = 0;
995     object *otmp;
996 root 1.26
997 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
998 root 1.29 return;
999 root 1.24
1000 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1001 root 1.82 INVOKE_OBJECT (REMOVE, this);
1002 root 1.26
1003 root 1.59 if (more)
1004     more->remove ();
1005 root 1.24
1006     /*
1007     * In this case, the object to be removed is in someones
1008     * inventory.
1009     */
1010 root 1.59 if (env)
1011 root 1.24 {
1012 root 1.59 if (nrof)
1013     sub_weight (env, weight * nrof);
1014 root 1.24 else
1015 root 1.59 sub_weight (env, weight + carrying);
1016 root 1.24
1017     /* NO_FIX_PLAYER is set when a great many changes are being
1018     * made to players inventory. If set, avoiding the call
1019     * to save cpu time.
1020     */
1021 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 root 1.78 otmp->update_stats ();
1023 root 1.24
1024 root 1.96 if (above)
1025 root 1.59 above->below = below;
1026 root 1.24 else
1027 root 1.59 env->inv = below;
1028 root 1.24
1029 root 1.96 if (below)
1030 root 1.59 below->above = above;
1031 root 1.24
1032     /* we set up values so that it could be inserted into
1033     * the map, but we don't actually do that - it is up
1034     * to the caller to decide what we want to do.
1035     */
1036 root 1.59 x = env->x, y = env->y;
1037     map = env->map;
1038     above = 0, below = 0;
1039     env = 0;
1040     }
1041     else if (map)
1042     {
1043 root 1.96 if (type == PLAYER)
1044     {
1045 root 1.130 // leaving a spot always closes any open container on the ground
1046     if (container && !container->env)
1047     // this causes spurious floorbox updates, but it ensures
1048     // that the CLOSE event is being sent.
1049     close_container ();
1050    
1051 root 1.96 --map->players;
1052 root 1.100 map->touch ();
1053 root 1.96 }
1054    
1055 root 1.98 map->dirty = true;
1056 root 1.117 mapspace &ms = this->ms ();
1057 elmex 1.1
1058 root 1.29 /* link the object above us */
1059 root 1.59 if (above)
1060     above->below = below;
1061 root 1.29 else
1062 root 1.117 ms.top = below; /* we were top, set new top */
1063 root 1.24
1064 root 1.29 /* Relink the object below us, if there is one */
1065 root 1.59 if (below)
1066     below->above = above;
1067 root 1.29 else
1068     {
1069     /* Nothing below, which means we need to relink map object for this space
1070     * use translated coordinates in case some oddness with map tiling is
1071     * evident
1072     */
1073 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075 elmex 1.1
1076 root 1.117 ms.bot = above; /* goes on above it. */
1077 root 1.8 }
1078 root 1.26
1079 root 1.59 above = 0;
1080     below = 0;
1081 root 1.26
1082 root 1.59 if (map->in_memory == MAP_SAVING)
1083 root 1.29 return;
1084 elmex 1.1
1085 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 elmex 1.1
1087 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 root 1.24 {
1089 root 1.29 /* No point updating the players look faces if he is the object
1090     * being removed.
1091 root 1.24 */
1092 root 1.29
1093 root 1.59 if (tmp->type == PLAYER && tmp != this)
1094 root 1.24 {
1095 root 1.29 /* If a container that the player is currently using somehow gets
1096     * removed (most likely destroyed), update the player view
1097     * appropriately.
1098     */
1099 root 1.59 if (tmp->container == this)
1100 root 1.29 {
1101 root 1.82 flag [FLAG_APPLIED] = 0;
1102 root 1.59 tmp->container = 0;
1103 root 1.29 }
1104    
1105 root 1.82 if (tmp->contr->ns)
1106     tmp->contr->ns->floorbox_update ();
1107 root 1.8 }
1108 root 1.26
1109 root 1.96 /* See if object moving off should effect something */
1110 root 1.50 if (check_walk_off
1111 root 1.59 && ((move_type & tmp->move_off)
1112     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1113 root 1.29 {
1114 elmex 1.72 move_apply (tmp, this, 0);
1115 root 1.24
1116 root 1.59 if (destroyed ())
1117 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 root 1.8 }
1119    
1120 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 root 1.29 if (tmp->above == tmp)
1123 root 1.59 tmp->above = 0;
1124 root 1.8
1125 root 1.29 last = tmp;
1126     }
1127 root 1.26
1128 root 1.96 /* last == NULL if there are no objects on this space */
1129     //TODO: this makes little sense, why only update the topmost object?
1130 root 1.59 if (!last)
1131 root 1.99 map->at (x, y).flags_ = 0;
1132 root 1.29 else
1133     update_object (last, UP_OBJ_REMOVE);
1134 root 1.26
1135 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 root 1.59 update_all_los (map, x, y);
1137 elmex 1.1 }
1138     }
1139    
1140     /*
1141     * merge_ob(op,top):
1142     *
1143     * This function goes through all objects below and including top, and
1144     * merges op to the first matching object.
1145     * If top is NULL, it is calculated.
1146     * Returns pointer to object if it succeded in the merge, otherwise NULL
1147     */
1148 root 1.24 object *
1149     merge_ob (object *op, object *top)
1150     {
1151     if (!op->nrof)
1152 elmex 1.1 return 0;
1153 root 1.29
1154 root 1.82 if (top)
1155     for (top = op; top && top->above; top = top->above)
1156     ;
1157 root 1.29
1158 root 1.82 for (; top; top = top->below)
1159 elmex 1.1 {
1160 root 1.24 if (top == op)
1161     continue;
1162 root 1.66
1163     if (object::can_merge (op, top))
1164 root 1.24 {
1165     top->nrof += op->nrof;
1166    
1167 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1168 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1169 root 1.64 op->destroy ();
1170 root 1.24 return top;
1171     }
1172 elmex 1.1 }
1173 root 1.29
1174 root 1.45 return 0;
1175 elmex 1.1 }
1176    
1177 root 1.138 void
1178     object::expand_tail ()
1179     {
1180     if (more)
1181     return;
1182    
1183     object *prev = this;
1184    
1185     for (archetype *at = arch->more; at; at = at->more)
1186     {
1187     object *op = arch_to_object (at);
1188    
1189     op->name = name;
1190     op->name_pl = name_pl;
1191     op->title = title;
1192    
1193     op->head = this;
1194     prev->more = op;
1195    
1196     prev = op;
1197     }
1198     }
1199    
1200 elmex 1.1 /*
1201 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1202     * job preparing multi-part monsters.
1203 elmex 1.1 */
1204 root 1.24 object *
1205 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206 root 1.24 {
1207 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 root 1.24 {
1209     tmp->x = x + tmp->arch->clone.x;
1210     tmp->y = y + tmp->arch->clone.y;
1211 elmex 1.1 }
1212 root 1.29
1213 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1214 elmex 1.1 }
1215    
1216     /*
1217     * insert_ob_in_map (op, map, originator, flag):
1218     * This function inserts the object in the two-way linked list
1219     * which represents what is on a map.
1220     * The second argument specifies the map, and the x and y variables
1221     * in the object about to be inserted specifies the position.
1222     *
1223     * originator: Player, monster or other object that caused 'op' to be inserted
1224     * into 'map'. May be NULL.
1225     *
1226     * flag is a bitmask about special things to do (or not do) when this
1227     * function is called. see the object.h file for the INS_ values.
1228     * Passing 0 for flag gives proper default values, so flag really only needs
1229     * to be set if special handling is needed.
1230     *
1231     * Return value:
1232     * new object if 'op' was merged with other object
1233     * NULL if 'op' was destroyed
1234     * just 'op' otherwise
1235     */
1236 root 1.24 object *
1237 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238 elmex 1.1 {
1239 root 1.138 assert (!op->flag [FLAG_FREED]);
1240    
1241 root 1.25 object *tmp, *top, *floor = NULL;
1242 elmex 1.1
1243 root 1.117 op->remove ();
1244    
1245 root 1.139 #if 0
1246 root 1.138 if (!m->active != !op->active)
1247     if (m->active)
1248     op->activate_recursive ();
1249     else
1250     op->deactivate_recursive ();
1251 root 1.139 #endif
1252 root 1.25
1253 root 1.24 if (out_of_map (m, op->x, op->y))
1254     {
1255 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256 elmex 1.1 #ifdef MANY_CORES
1257 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1258     * is likely to cause a crash. Better to find out where it is getting
1259     * improperly inserted.
1260     */
1261     abort ();
1262 elmex 1.1 #endif
1263 root 1.24 return op;
1264 elmex 1.1 }
1265 root 1.25
1266 root 1.117 if (object *more = op->more)
1267 root 1.24 {
1268 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1269 root 1.24 {
1270     if (!op->head)
1271     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272 root 1.26
1273 root 1.82 return 0;
1274 root 1.8 }
1275 root 1.24 }
1276 root 1.25
1277 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1278 root 1.8
1279 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1280     * of areas of callers (eg, anything that uses find_free_spot would now
1281     * need extra work
1282     */
1283 root 1.117 if (!xy_normalise (m, op->x, op->y))
1284     return 0;
1285    
1286     op->map = m;
1287     mapspace &ms = op->ms ();
1288 root 1.24
1289     /* this has to be done after we translate the coordinates.
1290     */
1291     if (op->nrof && !(flag & INS_NO_MERGE))
1292 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1293 root 1.66 if (object::can_merge (op, tmp))
1294 root 1.25 {
1295     op->nrof += tmp->nrof;
1296 root 1.64 tmp->destroy ();
1297 root 1.25 }
1298 root 1.24
1299     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1300     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301 root 1.25
1302 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1303     CLEAR_FLAG (op, FLAG_NO_STEAL);
1304    
1305     if (flag & INS_BELOW_ORIGINATOR)
1306     {
1307     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1308     {
1309     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1310     abort ();
1311     }
1312 root 1.25
1313 root 1.24 op->above = originator;
1314     op->below = originator->below;
1315 root 1.25
1316 root 1.24 if (op->below)
1317     op->below->above = op;
1318     else
1319 root 1.117 ms.bot = op;
1320 root 1.25
1321 root 1.24 /* since *below* originator, no need to update top */
1322     originator->below = op;
1323 elmex 1.1 }
1324 root 1.24 else
1325     {
1326 root 1.117 top = ms.bot;
1327    
1328 root 1.24 /* If there are other objects, then */
1329 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1330 root 1.24 {
1331 root 1.96 object *last = 0;
1332 root 1.24
1333     /*
1334     * If there are multiple objects on this space, we do some trickier handling.
1335     * We've already dealt with merging if appropriate.
1336     * Generally, we want to put the new object on top. But if
1337     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338     * floor, we want to insert above that and no further.
1339     * Also, if there are spell objects on this space, we stop processing
1340     * once we get to them. This reduces the need to traverse over all of
1341     * them when adding another one - this saves quite a bit of cpu time
1342     * when lots of spells are cast in one area. Currently, it is presumed
1343     * that flying non pickable objects are spell objects.
1344     */
1345 root 1.117 for (top = ms.bot; top; top = top->above)
1346 root 1.24 {
1347     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1348     floor = top;
1349 root 1.26
1350 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))
1351     {
1352     /* We insert above top, so we want this object below this */
1353     top = top->below;
1354     break;
1355     }
1356 root 1.26
1357 root 1.24 last = top;
1358     }
1359 root 1.26
1360 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1361     top = last;
1362 root 1.8
1363 root 1.24 /* We let update_position deal with figuring out what the space
1364     * looks like instead of lots of conditions here.
1365     * makes things faster, and effectively the same result.
1366     */
1367    
1368     /* Have object 'fall below' other objects that block view.
1369 root 1.135 * Unless those objects are exits.
1370 root 1.24 * If INS_ON_TOP is used, don't do this processing
1371     * Need to find the object that in fact blocks view, otherwise
1372     * stacking is a bit odd.
1373     */
1374 root 1.117 if (!(flag & INS_ON_TOP)
1375     && ms.flags () & P_BLOCKSVIEW
1376 root 1.135 && (op->face && !faces [op->face].visibility))
1377 root 1.24 {
1378     for (last = top; last != floor; last = last->below)
1379     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1380     break;
1381 root 1.117
1382 root 1.24 /* Check to see if we found the object that blocks view,
1383     * and make sure we have a below pointer for it so that
1384     * we can get inserted below this one, which requires we
1385     * set top to the object below us.
1386     */
1387     if (last && last->below && last != floor)
1388     top = last->below;
1389 root 1.8 }
1390 root 1.24 } /* If objects on this space */
1391 root 1.25
1392 root 1.24 if (flag & INS_MAP_LOAD)
1393 root 1.117 top = ms.top;
1394 root 1.25
1395 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1396     top = floor;
1397    
1398     /* Top is the object that our object (op) is going to get inserted above.
1399     */
1400    
1401     /* First object on this space */
1402     if (!top)
1403     {
1404 root 1.117 op->above = ms.bot;
1405 root 1.25
1406 root 1.24 if (op->above)
1407     op->above->below = op;
1408 root 1.25
1409 root 1.96 op->below = 0;
1410 root 1.117 ms.bot = op;
1411 root 1.24 }
1412     else
1413     { /* get inserted into the stack above top */
1414     op->above = top->above;
1415 root 1.25
1416 root 1.24 if (op->above)
1417     op->above->below = op;
1418 root 1.25
1419 root 1.24 op->below = top;
1420     top->above = op;
1421     }
1422 root 1.25
1423 root 1.96 if (!op->above)
1424 root 1.117 ms.top = op;
1425 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1426 root 1.8
1427 root 1.24 if (op->type == PLAYER)
1428 root 1.96 {
1429     op->contr->do_los = 1;
1430     ++op->map->players;
1431 root 1.100 op->map->touch ();
1432 root 1.96 }
1433 root 1.24
1434 root 1.98 op->map->dirty = true;
1435    
1436 root 1.24 /* If we have a floor, we know the player, if any, will be above
1437     * it, so save a few ticks and start from there.
1438     */
1439     if (!(flag & INS_MAP_LOAD))
1440 root 1.117 if (object *pl = ms.player ())
1441 root 1.82 if (pl->contr->ns)
1442     pl->contr->ns->floorbox_update ();
1443 root 1.24
1444     /* If this object glows, it may affect lighting conditions that are
1445     * visible to others on this map. But update_all_los is really
1446     * an inefficient way to do this, as it means los for all players
1447     * on the map will get recalculated. The players could very well
1448     * be far away from this change and not affected in any way -
1449     * this should get redone to only look for players within range,
1450 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1451 root 1.24 * of effect may be sufficient.
1452     */
1453 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1454 root 1.24 update_all_los (op->map, op->x, op->y);
1455    
1456     /* updates flags (blocked, alive, no magic, etc) for this map space */
1457     update_object (op, UP_OBJ_INSERT);
1458    
1459 root 1.82 INVOKE_OBJECT (INSERT, op);
1460    
1461 root 1.24 /* Don't know if moving this to the end will break anything. However,
1462 root 1.70 * we want to have floorbox_update called before calling this.
1463 root 1.24 *
1464     * check_move_on() must be after this because code called from
1465     * check_move_on() depends on correct map flags (so functions like
1466     * blocked() and wall() work properly), and these flags are updated by
1467     * update_object().
1468     */
1469    
1470     /* if this is not the head or flag has been passed, don't check walk on status */
1471     if (!(flag & INS_NO_WALK_ON) && !op->head)
1472     {
1473     if (check_move_on (op, originator))
1474 root 1.82 return 0;
1475 elmex 1.1
1476 root 1.24 /* If we are a multi part object, lets work our way through the check
1477     * walk on's.
1478     */
1479     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1480     if (check_move_on (tmp, originator))
1481 root 1.82 return 0;
1482 elmex 1.1 }
1483 root 1.25
1484 root 1.24 return op;
1485 elmex 1.1 }
1486    
1487     /* this function inserts an object in the map, but if it
1488 root 1.75 * finds an object of its own type, it'll remove that one first.
1489     * op is the object to insert it under: supplies x and the map.
1490 elmex 1.1 */
1491 root 1.24 void
1492     replace_insert_ob_in_map (const char *arch_string, object *op)
1493     {
1494 root 1.75 object *tmp, *tmp1;
1495 elmex 1.1
1496 root 1.24 /* first search for itself and remove any old instances */
1497 elmex 1.1
1498 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1500     tmp->destroy ();
1501 elmex 1.1
1502 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1503 elmex 1.1
1504 root 1.24 tmp1->x = op->x;
1505     tmp1->y = op->y;
1506     insert_ob_in_map (tmp1, op->map, op, 0);
1507     }
1508 elmex 1.1
1509 root 1.93 object *
1510     object::insert_at (object *where, object *originator, int flags)
1511     {
1512 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1513 root 1.93 }
1514    
1515 elmex 1.1 /*
1516     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1517     * is returned contains nr objects, and the remaining parts contains
1518     * the rest (or is removed and freed if that number is 0).
1519     * On failure, NULL is returned, and the reason put into the
1520     * global static errmsg array.
1521     */
1522 root 1.24 object *
1523     get_split_ob (object *orig_ob, uint32 nr)
1524     {
1525 root 1.64 object *newob;
1526     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1527 root 1.24
1528     if (orig_ob->nrof < nr)
1529     {
1530     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1531     return NULL;
1532     }
1533 root 1.29
1534 root 1.24 newob = object_create_clone (orig_ob);
1535 root 1.29
1536 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1537 root 1.63 orig_ob->destroy (1);
1538 root 1.24 else if (!is_removed)
1539     {
1540     if (orig_ob->env != NULL)
1541     sub_weight (orig_ob->env, orig_ob->weight * nr);
1542     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1543     {
1544     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1545     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1546     return NULL;
1547 root 1.8 }
1548 elmex 1.1 }
1549 root 1.29
1550 root 1.24 newob->nrof = nr;
1551 elmex 1.1
1552 root 1.24 return newob;
1553 elmex 1.1 }
1554    
1555     /*
1556     * decrease_ob_nr(object, number) decreases a specified number from
1557     * the amount of an object. If the amount reaches 0, the object
1558     * is subsequently removed and freed.
1559     *
1560     * Return value: 'op' if something is left, NULL if the amount reached 0
1561     */
1562 root 1.24 object *
1563     decrease_ob_nr (object *op, uint32 i)
1564 elmex 1.1 {
1565 root 1.29 object *tmp;
1566 elmex 1.1
1567 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1568     return op;
1569    
1570     if (i > op->nrof)
1571     i = op->nrof;
1572    
1573     if (QUERY_FLAG (op, FLAG_REMOVED))
1574 root 1.29 op->nrof -= i;
1575 root 1.73 else if (op->env)
1576 root 1.24 {
1577     /* is this object in the players inventory, or sub container
1578     * therein?
1579     */
1580 root 1.74 tmp = op->in_player ();
1581 root 1.24 /* nope. Is this a container the player has opened?
1582     * If so, set tmp to that player.
1583     * IMO, searching through all the players will mostly
1584     * likely be quicker than following op->env to the map,
1585     * and then searching the map for a player.
1586     */
1587     if (!tmp)
1588 root 1.81 for_all_players (pl)
1589     if (pl->ob->container == op->env)
1590     {
1591     tmp = pl->ob;
1592     break;
1593     }
1594 elmex 1.1
1595 root 1.24 if (i < op->nrof)
1596     {
1597     sub_weight (op->env, op->weight * i);
1598     op->nrof -= i;
1599     if (tmp)
1600 root 1.73 esrv_send_item (tmp, op);
1601 root 1.24 }
1602     else
1603     {
1604 root 1.63 op->remove ();
1605 root 1.24 op->nrof = 0;
1606     if (tmp)
1607 root 1.73 esrv_del_item (tmp->contr, op->count);
1608 elmex 1.1 }
1609     }
1610 root 1.24 else
1611 elmex 1.1 {
1612 root 1.29 object *above = op->above;
1613 elmex 1.1
1614 root 1.24 if (i < op->nrof)
1615 root 1.29 op->nrof -= i;
1616 root 1.24 else
1617     {
1618 root 1.63 op->remove ();
1619 root 1.24 op->nrof = 0;
1620     }
1621 root 1.29
1622 root 1.24 /* Since we just removed op, op->above is null */
1623 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1624 root 1.24 if (tmp->type == PLAYER)
1625     {
1626     if (op->nrof)
1627     esrv_send_item (tmp, op);
1628     else
1629     esrv_del_item (tmp->contr, op->count);
1630     }
1631 elmex 1.1 }
1632    
1633 root 1.24 if (op->nrof)
1634 root 1.29 return op;
1635 root 1.24 else
1636     {
1637 root 1.64 op->destroy ();
1638 root 1.73 return 0;
1639 elmex 1.1 }
1640     }
1641    
1642     /*
1643     * add_weight(object, weight) adds the specified weight to an object,
1644     * and also updates how much the environment(s) is/are carrying.
1645     */
1646 root 1.24 void
1647     add_weight (object *op, signed long weight)
1648     {
1649     while (op != NULL)
1650     {
1651     if (op->type == CONTAINER)
1652 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1653    
1654 root 1.24 op->carrying += weight;
1655     op = op->env;
1656     }
1657 elmex 1.1 }
1658    
1659 root 1.24 object *
1660     insert_ob_in_ob (object *op, object *where)
1661     {
1662 root 1.59 if (!where)
1663 root 1.24 {
1664 root 1.53 char *dump = dump_object (op);
1665     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666     free (dump);
1667 root 1.24 return op;
1668     }
1669 root 1.29
1670 root 1.154 if (where->head_ () != where)
1671 root 1.24 {
1672 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 root 1.24 where = where->head;
1674     }
1675 root 1.29
1676 root 1.59 return where->insert (op);
1677     }
1678    
1679     /*
1680     * env->insert (op)
1681     * This function inserts the object op in the linked list
1682     * inside the object environment.
1683     *
1684     * The function returns now pointer to inserted item, and return value can
1685     * be != op, if items are merged. -Tero
1686     */
1687     object *
1688     object::insert (object *op)
1689     {
1690     object *tmp, *otmp;
1691    
1692     if (!QUERY_FLAG (op, FLAG_REMOVED))
1693     op->remove ();
1694    
1695 root 1.24 if (op->more)
1696     {
1697     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1698     return op;
1699     }
1700 root 1.29
1701 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1702     CLEAR_FLAG (op, FLAG_REMOVED);
1703     if (op->nrof)
1704     {
1705 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1706 root 1.66 if (object::can_merge (tmp, op))
1707 root 1.24 {
1708     /* return the original object and remove inserted object
1709     (client needs the original object) */
1710     tmp->nrof += op->nrof;
1711     /* Weight handling gets pretty funky. Since we are adding to
1712     * tmp->nrof, we need to increase the weight.
1713     */
1714 root 1.59 add_weight (this, op->weight * op->nrof);
1715 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1716 root 1.59 op->destroy (); /* free the inserted object */
1717 root 1.24 op = tmp;
1718 root 1.59 op->remove (); /* and fix old object's links */
1719 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1720     break;
1721     }
1722    
1723     /* I assume combined objects have no inventory
1724     * We add the weight - this object could have just been removed
1725     * (if it was possible to merge). calling remove_ob will subtract
1726     * the weight, so we need to add it in again, since we actually do
1727     * the linking below
1728     */
1729 root 1.59 add_weight (this, op->weight * op->nrof);
1730 root 1.24 }
1731     else
1732 root 1.59 add_weight (this, (op->weight + op->carrying));
1733 elmex 1.1
1734 root 1.74 otmp = this->in_player ();
1735 root 1.59 if (otmp && otmp->contr)
1736     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 root 1.78 otmp->update_stats ();
1738 elmex 1.1
1739 root 1.74 op->map = 0;
1740 root 1.59 op->env = this;
1741 root 1.74 op->above = 0;
1742     op->below = 0;
1743 root 1.24 op->x = 0, op->y = 0;
1744 elmex 1.1
1745     /* reset the light list and los of the players on the map */
1746 root 1.59 if ((op->glow_radius != 0) && map)
1747 root 1.24 {
1748 elmex 1.1 #ifdef DEBUG_LIGHTS
1749 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750     #endif /* DEBUG_LIGHTS */
1751 root 1.84 if (map->darkness)
1752 root 1.59 update_all_los (map, x, y);
1753 root 1.24 }
1754 elmex 1.1
1755     /* Client has no idea of ordering so lets not bother ordering it here.
1756     * It sure simplifies this function...
1757     */
1758 root 1.59 if (!inv)
1759     inv = op;
1760 root 1.24 else
1761     {
1762 root 1.59 op->below = inv;
1763 elmex 1.1 op->below->above = op;
1764 root 1.59 inv = op;
1765 root 1.24 }
1766 root 1.59
1767 root 1.82 INVOKE_OBJECT (INSERT, this);
1768    
1769 elmex 1.1 return op;
1770     }
1771    
1772     /*
1773     * Checks if any objects has a move_type that matches objects
1774     * that effect this object on this space. Call apply() to process
1775     * these events.
1776     *
1777     * Any speed-modification due to SLOW_MOVE() of other present objects
1778     * will affect the speed_left of the object.
1779     *
1780     * originator: Player, monster or other object that caused 'op' to be inserted
1781     * into 'map'. May be NULL.
1782     *
1783     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1784     *
1785     * 4-21-95 added code to check if appropriate skill was readied - this will
1786     * permit faster movement by the player through this terrain. -b.t.
1787     *
1788     * MSW 2001-07-08: Check all objects on space, not just those below
1789     * object being inserted. insert_ob_in_map may not put new objects
1790     * on top.
1791     */
1792 root 1.24 int
1793     check_move_on (object *op, object *originator)
1794 elmex 1.1 {
1795 root 1.48 object *tmp;
1796 root 1.49 maptile *m = op->map;
1797 root 1.48 int x = op->x, y = op->y;
1798 root 1.26
1799 root 1.48 MoveType move_on, move_slow, move_block;
1800 root 1.24
1801     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1802     return 0;
1803    
1804     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1805     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1806     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1807    
1808     /* if nothing on this space will slow op down or be applied,
1809     * no need to do checking below. have to make sure move_type
1810     * is set, as lots of objects don't have it set - we treat that
1811     * as walking.
1812     */
1813     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1814     return 0;
1815 elmex 1.1
1816 root 1.24 /* This is basically inverse logic of that below - basically,
1817     * if the object can avoid the move on or slow move, they do so,
1818     * but can't do it if the alternate movement they are using is
1819     * blocked. Logic on this seems confusing, but does seem correct.
1820     */
1821     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1822     return 0;
1823    
1824     /* The objects have to be checked from top to bottom.
1825     * Hence, we first go to the top:
1826     */
1827    
1828 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1829 root 1.24 {
1830     /* Trim the search when we find the first other spell effect
1831     * this helps performance so that if a space has 50 spell objects,
1832     * we don't need to check all of them.
1833     */
1834     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1835     break;
1836     }
1837 root 1.26
1838     for (; tmp; tmp = tmp->below)
1839 root 1.24 {
1840     if (tmp == op)
1841     continue; /* Can't apply yourself */
1842 elmex 1.1
1843 root 1.24 /* Check to see if one of the movement types should be slowed down.
1844     * Second check makes sure that the movement types not being slowed
1845     * (~slow_move) is not blocked on this space - just because the
1846     * space doesn't slow down swimming (for example), if you can't actually
1847     * swim on that space, can't use it to avoid the penalty.
1848     */
1849     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1850     {
1851     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1852     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1853     {
1854 elmex 1.1
1855 root 1.29 float
1856 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1857 elmex 1.1
1858 root 1.24 if (op->type == PLAYER)
1859 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1860     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1861     diff /= 4.0;
1862    
1863 root 1.24 op->speed_left -= diff;
1864 root 1.8 }
1865     }
1866 elmex 1.1
1867 root 1.24 /* Basically same logic as above, except now for actual apply. */
1868     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1869     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1870     {
1871 elmex 1.72 move_apply (tmp, op, originator);
1872 root 1.24
1873 root 1.48 if (op->destroyed ())
1874 root 1.24 return 1;
1875    
1876     /* what the person/creature stepped onto has moved the object
1877     * someplace new. Don't process any further - if we did,
1878     * have a feeling strange problems would result.
1879     */
1880     if (op->map != m || op->x != x || op->y != y)
1881     return 0;
1882 root 1.8 }
1883 elmex 1.1 }
1884 root 1.26
1885 root 1.24 return 0;
1886 elmex 1.1 }
1887    
1888     /*
1889     * present_arch(arch, map, x, y) searches for any objects with
1890     * a matching archetype at the given map and coordinates.
1891     * The first matching object is returned, or NULL if none.
1892     */
1893 root 1.24 object *
1894 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1895 root 1.24 {
1896 root 1.104 if (!m || out_of_map (m, x, y))
1897 root 1.24 {
1898     LOG (llevError, "Present_arch called outside map.\n");
1899     return NULL;
1900     }
1901 root 1.84
1902 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 root 1.24 if (tmp->arch == at)
1904 elmex 1.1 return tmp;
1905 root 1.84
1906 elmex 1.1 return NULL;
1907     }
1908    
1909     /*
1910     * present(type, map, x, y) searches for any objects with
1911     * a matching type variable at the given map and coordinates.
1912     * The first matching object is returned, or NULL if none.
1913     */
1914 root 1.24 object *
1915 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1916 root 1.24 {
1917     if (out_of_map (m, x, y))
1918     {
1919     LOG (llevError, "Present called outside map.\n");
1920     return NULL;
1921     }
1922 root 1.84
1923 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1924 root 1.24 if (tmp->type == type)
1925 elmex 1.1 return tmp;
1926 root 1.84
1927 elmex 1.1 return NULL;
1928     }
1929    
1930     /*
1931     * present_in_ob(type, object) searches for any objects with
1932     * a matching type variable in the inventory of the given object.
1933     * The first matching object is returned, or NULL if none.
1934     */
1935 root 1.24 object *
1936     present_in_ob (unsigned char type, const object *op)
1937     {
1938 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 root 1.24 if (tmp->type == type)
1940 elmex 1.1 return tmp;
1941 root 1.84
1942 elmex 1.1 return NULL;
1943     }
1944    
1945     /*
1946     * present_in_ob (type, str, object) searches for any objects with
1947     * a matching type & name variable in the inventory of the given object.
1948     * The first matching object is returned, or NULL if none.
1949     * This is mostly used by spell effect code, so that we only
1950     * have one spell effect at a time.
1951     * type can be used to narrow the search - if type is set,
1952     * the type must also match. -1 can be passed for the type,
1953     * in which case the type does not need to pass.
1954     * str is the string to match against. Note that we match against
1955     * the object name, not the archetype name. this is so that the
1956     * spell code can use one object type (force), but change it's name
1957     * to be unique.
1958     */
1959 root 1.24 object *
1960     present_in_ob_by_name (int type, const char *str, const object *op)
1961     {
1962 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1964     return tmp;
1965 elmex 1.1
1966 root 1.82 return 0;
1967 elmex 1.1 }
1968    
1969     /*
1970     * present_arch_in_ob(archetype, object) searches for any objects with
1971     * a matching archetype in the inventory of the given object.
1972     * The first matching object is returned, or NULL if none.
1973     */
1974 root 1.24 object *
1975     present_arch_in_ob (const archetype *at, const object *op)
1976     {
1977 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1978 root 1.24 if (tmp->arch == at)
1979 elmex 1.1 return tmp;
1980 root 1.82
1981 elmex 1.1 return NULL;
1982     }
1983    
1984     /*
1985     * activate recursively a flag on an object inventory
1986     */
1987 root 1.24 void
1988     flag_inv (object *op, int flag)
1989     {
1990     if (op->inv)
1991 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 root 1.24 {
1993     SET_FLAG (tmp, flag);
1994     flag_inv (tmp, flag);
1995 elmex 1.1 }
1996 root 1.82 }
1997    
1998     /*
1999     * deactivate recursively a flag on an object inventory
2000     */
2001 root 1.24 void
2002     unflag_inv (object *op, int flag)
2003     {
2004     if (op->inv)
2005 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 root 1.24 {
2007     CLEAR_FLAG (tmp, flag);
2008     unflag_inv (tmp, flag);
2009 elmex 1.1 }
2010     }
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